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+kujiale_0065/limpopo_golf_course_4k.hdr filter=lfs diff=lfs merge=lfs -text +kujiale_0066/limpopo_golf_course_4k.hdr filter=lfs diff=lfs merge=lfs -text +kujiale_0067/limpopo_golf_course_4k.hdr filter=lfs diff=lfs merge=lfs -text diff --git a/kujiale_0003/.thumbs/256x256/kujiale_0003.usda.png b/kujiale_0003/.thumbs/256x256/kujiale_0003.usda.png new file mode 100644 index 0000000000000000000000000000000000000000..f27d2b936e660fee5cc35d9aab9bf7486d6076b2 --- /dev/null +++ b/kujiale_0003/.thumbs/256x256/kujiale_0003.usda.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:60845a9c1ce8baa04d98c1e9ee85ca1d67687f886ace025684b5e45ed81a6fb6 +size 90121 diff --git a/kujiale_0003/Materials/BasicShapeMaterial.mdl b/kujiale_0003/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/kujiale_0003/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0003/Materials/MI_52d35ae0e4b01eb42b093f5f.mdl b/kujiale_0003/Materials/MI_52d35ae0e4b01eb42b093f5f.mdl new file mode 100644 index 0000000000000000000000000000000000000000..4a497e800ac3a0d6d56eedf3f03668bf9acd4643 --- /dev/null +++ b/kujiale_0003/Materials/MI_52d35ae0e4b01eb42b093f5f.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_52d35ae0e4b01eb42b093f5f( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0003/Materials/MI_5a263f65ef62e00c6235eff5.mdl b/kujiale_0003/Materials/MI_5a263f65ef62e00c6235eff5.mdl new file mode 100644 index 0000000000000000000000000000000000000000..62ecc63f737a5e5ef490314f7c76857b20543be1 --- /dev/null +++ b/kujiale_0003/Materials/MI_5a263f65ef62e00c6235eff5.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5a263f65ef62e00c6235eff5( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0003/Materials/MI_60c028e05b896900017ee29b.mdl b/kujiale_0003/Materials/MI_60c028e05b896900017ee29b.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ed5ef9768a3030835447148f21a0888ce2fc5c22 --- /dev/null +++ b/kujiale_0003/Materials/MI_60c028e05b896900017ee29b.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_60c028e05b896900017ee29b( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0003/Materials/M_BaseMaterial.mdl b/kujiale_0003/Materials/M_BaseMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ed00d16934cd045cadecb7db4bb5dd5ddc8dd3e7 --- /dev/null +++ b/kujiale_0003/Materials/M_BaseMaterial.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0003/Materials/M_BaseMaterial_twosided.mdl b/kujiale_0003/Materials/M_BaseMaterial_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..34a066551136042c8b515bc0777c0e436c62c466 --- /dev/null +++ b/kujiale_0003/Materials/M_BaseMaterial_twosided.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_twosided( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0003/Materials/M_BaseMaterial_v2.mdl b/kujiale_0003/Materials/M_BaseMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..154aecae651add78223e5fe6138f215211f152d3 --- /dev/null +++ b/kujiale_0003/Materials/M_BaseMaterial_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0003/Materials/M_BaseMaterial_v2_twosided.mdl b/kujiale_0003/Materials/M_BaseMaterial_v2_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7d90fc45fb437460e27004b226156b66a976f877 --- /dev/null +++ b/kujiale_0003/Materials/M_BaseMaterial_v2_twosided.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2_twosided( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0003/Materials/M_TranslucentMaterial.mdl b/kujiale_0003/Materials/M_TranslucentMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..0452d78794ea94cb1040fdf3244e688785b52118 --- /dev/null +++ b/kujiale_0003/Materials/M_TranslucentMaterial.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0003/Materials/M_TranslucentMaterial_v2.mdl b/kujiale_0003/Materials/M_TranslucentMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..6cef6519dd94a7d9f305169cecdb1d5512581737 --- /dev/null +++ b/kujiale_0003/Materials/M_TranslucentMaterial_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0003/Materials/OmniUe4Base.mdl b/kujiale_0003/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a441fbaf28040302c7aaabfbcf14b24a85bdf643 --- /dev/null +++ b/kujiale_0003/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/kujiale_0003/Materials/OmniUe4Function.mdl b/kujiale_0003/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..84f4f0da48ff31d03ee611373fe3a4d2e04c9079 --- /dev/null +++ b/kujiale_0003/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/kujiale_0003/Materials/OmniUe4Translucent.mdl b/kujiale_0003/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..483a83004b8f7d5bf820a7905d06ea2d7d5894af --- /dev/null +++ b/kujiale_0003/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/kujiale_0003/Materials/Textures/BlackPlaceholder.png b/kujiale_0003/Materials/Textures/BlackPlaceholder.png new file mode 100644 index 0000000000000000000000000000000000000000..cf498a3f19c07112845752ecd2523a666d8d13b5 --- /dev/null +++ b/kujiale_0003/Materials/Textures/BlackPlaceholder.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid 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"b/kujiale_0003/Materials/Textures/\346\227\240\347\274\235\347\274\226\347\273\207\347\272\271\347\232\256\351\235\251\350\264\264\345\233\276ID_1150666632.jpeg" new file mode 100644 index 0000000000000000000000000000000000000000..9110df0bc75a5b5a2a0d724f399e7ccaf1c2068a --- /dev/null +++ "b/kujiale_0003/Materials/Textures/\346\227\240\347\274\235\347\274\226\347\273\207\347\272\271\347\232\256\351\235\251\350\264\264\345\233\276ID_1150666632.jpeg" @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:ca34cd357860aa6d154970a1d708eb01dabca397f22b6de029babf05ed54cb1e +size 6392834 diff --git a/kujiale_0003/Materials/WorldGridMaterial.mdl b/kujiale_0003/Materials/WorldGridMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..1374299f552cc467f093777626b92f4faa277cc4 --- /dev/null +++ b/kujiale_0003/Materials/WorldGridMaterial.mdl @@ -0,0 +1,77 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float Local19 = math::lerp(0.0,0.5,Local12.y); + float Local20 = math::lerp(0.7,1.0,Local9.y); + float Local21 = math::lerp(Local20,1.0,0.0); + float Local22 = (Local21 * 1.0); + float Local23 = (Local19 + Local22); + float Local24 = math::min(math::max(Local23,0.0),1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local18,Local18,Local18); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Local24; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff 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0000000000000000000000000000000000000000..730c45ec06b7a16bceaf3b3bd448fa2d038b6e5e --- /dev/null +++ b/kujiale_0003/buikslotermeerplein_4k.hdr @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:ba3518afa6ca42f3b5c88a97523e96255d09cc9b38dbb2f1ec2ea1e3b05b529e +size 25738136 diff --git a/kujiale_0003/kujiale_0003.usda b/kujiale_0003/kujiale_0003.usda new file mode 100644 index 0000000000000000000000000000000000000000..307e5546f1c3e47a98668b85141038acf49e8277 --- /dev/null +++ b/kujiale_0003/kujiale_0003.usda @@ -0,0 +1,4221 @@ +#usda 1.0 +( + customLayerData = { + dictionary cameraSettings = { + dictionary Front = { + double3 position = (500, 0, 0) + double radius = 5 + } + dictionary Perspective = { + double3 position = (0.23179313910243796, 5.00770811413693, 1.8668511900010203) + double3 target = (-1.9458704875467585, -0.7695371720436004, 0.5874545796618691) + } + dictionary Right = { + double3 position = (0, -500, 0) + double radius = 5 + } + dictionary Top = { + double3 position = (0, 0, 500) + double radius = 5 + } + string boundCamera = "/OmniverseKit_Persp" + } + dictionary omni_layer = { + string authoring_layer = "./kujiale_0003.usda" + } + dictionary renderSettings = { + bool "rtx:post:histogram:enabled" = 1 + double "rtx:post:histogram:maxEV" = 131072000 + double "rtx:post:histogram:minEV" = 0.1220703125 + double "rtx:post:histogram:tau" = 2 + double "rtx:post:histogram:whiteScale" = 5 + double "rtx:post:tonemap:cm2Factor" = 1.9999999552965164 + double "rtx:post:tonemap:filmIso" = 250 + double "rtx:reflections:maxRoughness" = 1 + } + } + defaultPrim = "Root" + metersPerUnit = 1 + upAxis = "Z" +) + +def Xform "Root" +{ + def Scope "Meshes" + { + def Scope "storage_3564264" + { + def Xform "cabinet_0000" ( + prepend references = @./Meshes/cabinet_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (7.23182299753151, 0.7595031728277261, 1.2224997347876263) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0001" ( + prepend references = @./Meshes/ceiling_light_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (6.968312107774724, 1.1192727656658439, 3.070422632341457) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bedroom_767840" + { + def Xform "cabinet_0001" ( + prepend references = @./Meshes/cabinet_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, -0.70710677) + float3 xformOp:scale = (0.9904171, 1.0023371, 0.90452623) + double3 xformOp:translate = (4.023557307863723, -3.847277720908197, 0.22500259009312482) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0002" ( + prepend references = @./Meshes/cabinet_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, -0.70710677) + float3 xformOp:scale = (0.9904171, 1.0023371, 0.90452623) + double3 xformOp:translate = (4.023557200537891, -1.6421875414648435, 0.22500259009312482) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0008" ( + prepend references = @./Meshes/cabinet_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9749656, 1.0083317, 0.99017256) + double3 xformOp:translate = (3.0417271569768656, -0.4305423707916032, 1.199891499151382) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0004" ( + prepend references = @./Meshes/bedding_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, -0.70710677) + float3 xformOp:scale = (0.87590504, 1.0865481, 0.6621355) + double3 xformOp:translate = (2.7112578237171623, -2.693852169622242, 0.2127540504063879) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0004" ( + prepend references = @./Meshes/pillow_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, -0.70710677) + float3 xformOp:scale = (0.87590504, 1.0865481, 0.6621355) + double3 xformOp:translate = (3.653236274278389, -2.4224466837123457, 0.49787473931207427) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0005" ( + prepend references = @./Meshes/pillow_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, -0.70710677) + float3 xformOp:scale = (0.87590504, 1.0865481, 0.6621355) + double3 xformOp:translate = (3.6566749201847517, -2.9905713905367723, 0.48891916945038094) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0006" ( + prepend references = @./Meshes/pillow_0006.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, -0.70710677) + float3 xformOp:scale = (0.87590504, 1.0865481, 0.6621355) + double3 xformOp:translate = (3.4795739947868687, -2.734702343618053, 0.47434336760797136) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0007" ( + prepend references = @./Meshes/pillow_0007.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, -0.70710677) + float3 xformOp:scale = (0.87590504, 1.0865481, 0.6621355) + double3 xformOp:translate = (3.8893873242468135, -2.3561988863555636, 0.5066341058570011) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0008" ( + prepend references = @./Meshes/pillow_0008.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, -0.70710677) + float3 xformOp:scale = (0.87590504, 1.0865481, 0.6621355) + double3 xformOp:translate = (3.889199096289559, -3.053143149409859, 0.5144729974648508) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0002" ( + prepend references = @./Meshes/bed_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, -0.70710677) + float3 xformOp:scale = (0.87590504, 1.0865481, 0.6621355) + double3 xformOp:translate = (2.9828442784680704, -2.6793830437868906, 0.3382940258298409) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0003" ( + prepend references = @./Meshes/chandelier_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.482435059840584, -2.454781741762169, 2.092495137943562) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0001" ( + prepend references = @./Meshes/chair_0001.usd@ + ) + { + quatf xformOp:orient = (0.64278764, -0, 0, -0.76604444) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.8651530130833809, -4.076055089684497, 0.4991487902527609) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0002" ( + prepend references = @./Meshes/curtain_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1658, 1, 0.9) + double3 xformOp:translate = (2.5285785709495787, -4.664024359147105, 1.2696290703381699) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0004" ( + prepend references = @./Meshes/table_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.7071068) + float3 xformOp:scale = (0.91635954, 0.9136008, 0.9467193) + double3 xformOp:translate = (1.0992917302068066, -3.977808350330507, 0.6060242314156554) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "mirror_0002" ( + prepend references = @./Meshes/mirror_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.7071068) + float3 xformOp:scale = (0.91635954, 0.9136008, 0.9467193) + double3 xformOp:translate = (0.8430960834538703, -3.8095472660579355, 1.1314575337826653) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0000" ( + prepend references = @./Meshes/ornament_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9749656, 1.0083317, 0.99017256) + double3 xformOp:translate = (3.7709371096620816, -0.4196368728189305, 0.5712179365674035) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0001" ( + prepend references = @./Meshes/ornament_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9749656, 1.0083317, 0.99017256) + double3 xformOp:translate = (3.8204467481398856, -0.5389984173252228, 0.5470409610485987) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0002" ( + prepend references = @./Meshes/ornament_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9749656, 1.0083317, 0.99017256) + double3 xformOp:translate = (2.871034208766212, -0.4830906345881806, 0.566511779053633) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0000" ( + prepend references = @./Meshes/vase_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9749656, 1.0083317, 0.99017256) + double3 xformOp:translate = (3.5851861108117506, -0.4433272381621066, 0.5072888642713816) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0000" ( + prepend references = @./Meshes/table_lamp_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, -0.70710677) + float3 xformOp:scale = (0.9880226, 0.98788905, 0.89371324) + double3 xformOp:translate = (4.02894632070878, -1.62839416829992, 0.7184370708191872) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0001" ( + prepend references = @./Meshes/table_lamp_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, -0.70710677) + float3 xformOp:scale = (0.9880226, 0.98788905, 0.89371324) + double3 xformOp:translate = (4.0289464254620055, -3.8472470247511525, 0.7407763151667701) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bedroom_3557416" + { + def Xform "cabinet_0003" ( + prepend references = @./Meshes/cabinet_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0025119, 0.99999666, 0.9855279) + double3 xformOp:translate = (6.982954593209134, -0.5820688468927694, 1.2999993271504877) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0004" ( + prepend references = @./Meshes/ceiling_light_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.498183069870455, -2.54686280163122, 2.6812955980029933) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0000" ( + prepend references = @./Meshes/bedding_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.809581196165872, -3.2909533901054098, 0.4091251326197276) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0001" ( + prepend references = @./Meshes/bedding_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.867923315081498, -3.2962970922182464, 0.21799544449666497) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0000" ( + prepend references = @./Meshes/pillow_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (7.82051012152781, -2.945788751110555, 0.5396773076813746) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0001" ( + prepend references = @./Meshes/pillow_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (7.817344473050321, -3.597958392973384, 0.5400027881124275) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_5ebbcfe95b89690001de704e" + { + over "MI_5a263f65ef62e00c6235eff5" + { + float4 inputs:Gloss_Color = (0.3, 0.3, 0.3, 1) + } + } + } + } + + def Xform "pillow_0002" ( + prepend references = @./Meshes/pillow_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (8.055226445987964, -3.275267461747153, 0.5784753714376656) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0000" ( + prepend references = @./Meshes/bed_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (7.325556252361354, -3.282704590382817, 0.43363485623947223) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_decoration_0001" ( + prepend references = @./Meshes/wall_decoration_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (8.352321901017561, -3.767070553217816, 2.018873018281155) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_decoration_0002" ( + prepend references = @./Meshes/wall_decoration_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (8.352324657545639, -3.8035207561667947, 1.5325122394730204) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_decoration_0003" ( + prepend references = @./Meshes/wall_decoration_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (8.352322518282703, -3.372522221011112, 1.9162426624466526) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_decoration_0004" ( + prepend references = @./Meshes/wall_decoration_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (8.352322262675774, -2.934924564759863, 2.030068361299192) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_decoration_0005" ( + prepend references = @./Meshes/wall_decoration_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (8.352325111679157, -2.872627201479172, 1.666557245271336) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_decoration_0006" ( + prepend references = @./Meshes/wall_decoration_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (8.352323238299203, -3.348149662415863, 1.429882783906613) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_decoration_0007" ( + prepend references = @./Meshes/wall_decoration_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (8.352325291923606, -2.8726272014791245, 1.3563550129105206) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0001" ( + prepend references = @./Meshes/curtain_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.3063, 1, 1) + double3 xformOp:translate = (6.347022226527756, -4.677276312265181, 1.4239768676653408) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "curtain_0001" + { + over "mesh_0003" + { + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (0.9999999999999999, 0.9999999999999999, 1) + double3 xformOp:translate = (2.013793321662888, -74.43497845977436, -1.3108215332024429) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + over "mesh_0004" + { + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (0.9999999999999999, 0.9999999999999999, 1) + double3 xformOp:translate = (2.013793321662888, -40.34849335161471, -1.3108215332024429) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + } + + def Xform "table_0005" ( + prepend references = @./Meshes/table_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (8.162701753380613, -1.6576044482610561, 0.380640173579455) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0000" ( + prepend references = @./Meshes/sofa_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.037517782844086, -4.062379581697307, 0.23623803929036277) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0000" ( + prepend references = @./Meshes/storage_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0025119, 0.99999666, 0.9855279) + double3 xformOp:translate = (8.033621124440188, -0.6723479542454226, 2.354019116375498) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0001" ( + prepend references = @./Meshes/storage_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0025119, 0.99999666, 0.9855279) + double3 xformOp:translate = (6.195718003466181, -0.6723478265411432, 2.354016242439958) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0002" ( + prepend references = @./Meshes/storage_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0025119, 0.99999666, 0.9855279) + double3 xformOp:translate = (7.241425550832087, -0.6723479562414361, 2.354017438515494) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0003" ( + prepend references = @./Meshes/storage_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0025119, 0.99999666, 0.9855279) + double3 xformOp:translate = (6.195718213026517, -0.6723491082776929, 0.2805744145092018) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cosmetic_0000" ( + prepend references = @./Meshes/cosmetic_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0025119, 0.99999666, 0.9855279) + double3 xformOp:translate = (7.155309579884747, -0.5364995776545476, 0.35765551081340063) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cosmetic_0001" ( + prepend references = @./Meshes/cosmetic_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0025119, 0.99999666, 0.9855279) + double3 xformOp:translate = (7.640686266226888, -0.5793885054634013, 0.3703104895209073) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cosmetic_0002" ( + prepend references = @./Meshes/cosmetic_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0025119, 0.99999666, 0.9855279) + double3 xformOp:translate = (6.409659255864028, -0.6100171060122176, 1.8489329050405532) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "mirror_0003" ( + prepend references = @./Meshes/mirror_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (8.31899222641258, -1.6843864757461107, 1.0630881486973653) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "stool_0000" ( + prepend references = @./Meshes/stool_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (7.78230234666233, -1.6576044705256803, 0.29419630691952947) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bathroom_767844" + { + def Xform "cabinet_0004" ( + prepend references = @./Meshes/cabinet_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.309027721341015, 2.372820631188437, 0.6903308557199679) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0005" ( + prepend references = @./Meshes/cabinet_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.149302217661975, 2.392667981775468, 1.5260929670553236) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0000" ( + prepend references = @./Meshes/ceiling_light_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (7.248467834463066, 3.2145263751271917, 3.1141446522774583) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0001" ( + prepend references = @./Meshes/bathroom_product_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (8.071373959551511, 4.082499897910846, 1.2165427642797813) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0002" ( + prepend references = @./Meshes/bathroom_product_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0497, 1.0474, 1) + double3 xformOp:translate = (7.8594247512312485, 4.00212793917955, 1.1526598914959794) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0004" ( + prepend references = @./Meshes/bathroom_product_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.187484481311476, 2.3727851878376844, 0.9813326395052383) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0006" ( + prepend references = @./Meshes/bathroom_product_0006.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.7071068) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.254024976637096, 3.0684472246082923, 0.8137791062531087) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "closestool_0000" ( + prepend references = @./Meshes/closestool_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071067, -0, 0, 0.7071069) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.477345926203668, 3.752289168667326, 0.26032258627781496) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0002" ( + prepend references = @./Meshes/daily_equipment_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.1019715, 0.9653575, 0.92206824) + double3 xformOp:translate = (6.385965923657893, 4.413408000880205, 0.7603222664850977) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0010" ( + prepend references = @./Meshes/daily_equipment_0010.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.7071068) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.268540885875104, 3.0669227822636334, 0.7699583684087694) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "basin_0000" ( + prepend references = @./Meshes/basin_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.311242538249184, 2.372685864419325, 0.8080499988552085) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "mirror_0000" ( + prepend references = @./Meshes/mirror_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.0945892333984375, 2.283574622283824, 1.5333146625047211) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0000" ( + prepend references = @./Meshes/shelf_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.1019715, 0.9653575, 0.92206824) + double3 xformOp:translate = (6.387469522783065, 4.403476933907975, 0.8387719999223764) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bathroom_3479572" + { + def Xform "cabinet_0006" ( + prepend references = @./Meshes/cabinet_0006.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.1019715, 0.9653575, 0.92206824) + double3 xformOp:translate = (0.8458821126815065, 2.145143469354926, 1.5007063686070639) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0007" ( + prepend references = @./Meshes/cabinet_0007.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.1019715, 0.9653575, 0.92206824) + double3 xformOp:translate = (1.0056077689484373, 2.125295966180004, 0.6715857446640126) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0005" ( + prepend references = @./Meshes/ceiling_light_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.6081450047901058, 3.8396379606306095, 2.5803497547379233) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0003" ( + prepend references = @./Meshes/bathroom_product_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.93060005, 1.027, 1) + double3 xformOp:translate = (1.644034665158598, 4.557437470127379, 1.016498926407881) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_60bddf0cd849e100017aeb64" + { + over "MI_60c028e05b896900017ee29b" + { + float4 inputs:BaseColor_Color = (0, 0, 0, 1) + float inputs:EmissiveIntensity = 0 + float inputs:FresnelB = 1.517 + float4 inputs:Gloss_Color = (1, 1, 1, 1) + float inputs:IsNormalTex = 0 + float4 inputs:Metallic_Color = (0, 0, 0, 1) + asset inputs:Normal_Tex = @@ + float inputs:Opacity = 0.01 + float inputs:PolygonOffset = 0 + float4 inputs:Specular_Color = (0.1, 0.1, 0.1, 1) + float inputs:SwitchRefraction = 1 + } + } + } + + over "Meshes" + { + over "bathroom_product_0003" + { + over "mesh_0002" + { + over "SM_Clutter_0003_Part_0000_170" + { + token visibility = "inherited" + quatf xformOp:orient = (1, 0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.00000928536246647127, 62.62112570887075, -2.3158008843893185e-10) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + } + } + + def Xform "bathroom_product_0005" ( + prepend references = @./Meshes/bathroom_product_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.1019715, 0.9653575, 0.92206824) + double3 xformOp:translate = (0.8840641474491713, 2.125260675417141, 0.9750435183017664) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "closestool_0001" ( + prepend references = @./Meshes/closestool_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.1137157761675787, 3.618245970348776, 0.4045615029893211) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0003" ( + prepend references = @./Meshes/daily_equipment_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.1019715, 0.9653575, 0.92206824) + double3 xformOp:translate = (1.0825456660895336, 2.617043865138017, 0.7603222664850977) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0004" ( + prepend references = @./Meshes/daily_equipment_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.274272208214355, 3.6058709020622257, 0.5329294836136903) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0005" ( + prepend references = @./Meshes/daily_equipment_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.2554449405675763, 3.6058706474311752, 0.49592882748576056) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0006" ( + prepend references = @./Meshes/daily_equipment_0006.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.29209844970787, 3.6058867645272947, 0.4959289419266786) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0007" ( + prepend references = @./Meshes/daily_equipment_0007.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.3297223358159813, 3.6058706693656917, 0.49592898007365116) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0008" ( + prepend references = @./Meshes/daily_equipment_0008.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.2925539741521639, 3.605870646477507, 0.5695384847733581) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0009" ( + prepend references = @./Meshes/daily_equipment_0009.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.3121180963521726, 3.605870666504671, 0.5329294836136903) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "basin_0001" ( + prepend references = @./Meshes/basin_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.1019715, 0.9653575, 0.92206824) + double3 xformOp:translate = (1.0078221280929336, 2.1251610468230018, 0.7962885159243308) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "mirror_0001" ( + prepend references = @./Meshes/mirror_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.1019715, 0.9653575, 0.92206824) + double3 xformOp:translate = (0.7911689758300782, 2.0360499572753907, 1.5086175420846464) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0001" ( + prepend references = @./Meshes/shelf_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.1019715, 0.9653575, 0.92206824) + double3 xformOp:translate = (1.0840493415086498, 2.6071124929900065, 0.8387719999223764) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0016" ( + prepend references = @./Meshes/ornament_0016.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.1932966079582337, 3.546422822959579, 0.5575625564692469) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0017" ( + prepend references = @./Meshes/ornament_0017.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.1196232070836483, 3.572069263472442, 0.5300929357656666) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0018" ( + prepend references = @./Meshes/ornament_0018.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.1704186364549685, 3.648528700773518, 0.5388027202997944) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0000" ( + prepend references = @./Meshes/tray_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.2231032714843753, 3.6075634765625, 0.4746288401696316) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bedroom_767842" + { + def Xform "cabinet_0009" ( + prepend references = @./Meshes/cabinet_0009.usd@ + ) + { + quatf xformOp:orient = (6.083982e-9, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.932306044694559, 2.0005744727218455, 1.3200596064884913) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0002" ( + prepend references = @./Meshes/bedding_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.266476359021632, 3.7097552590933773, 0.39709248693445287) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0003" ( + prepend references = @./Meshes/bedding_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1.0082135, 1.0111796) + double3 xformOp:translate = (4.5526504396236085, 3.7011097984673844, 0.2873045660999984) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0003" ( + prepend references = @./Meshes/pillow_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1.0082135, 1.0111796) + double3 xformOp:translate = (5.39538463050533, 3.983948218992079, 0.7112208034970915) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0001" ( + prepend references = @./Meshes/bed_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1.0082135, 1.0111796) + double3 xformOp:translate = (4.813710943149641, 3.69911210481712, 0.5976070259661893) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0004" ( + prepend references = @./Meshes/chandelier_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.01165, 1.28795, 0.78548) + double3 xformOp:translate = (4.332011678292031, 3.3737794019060594, 2.2727994124952997) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0000" ( + prepend references = @./Meshes/throw_pillow_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1.0082135, 1.0111796) + double3 xformOp:translate = (5.6453932163173794, 4.230108291991934, 0.7613147669786933) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0001" ( + prepend references = @./Meshes/throw_pillow_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1.0082135, 1.0111796) + double3 xformOp:translate = (5.6450893883770235, 3.1661163588973653, 0.7612988060920424) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0002" ( + prepend references = @./Meshes/throw_pillow_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1.0082135, 1.0111796) + double3 xformOp:translate = (5.511058085879427, 3.348846503492853, 0.7210751964059319) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0003" ( + prepend references = @./Meshes/throw_pillow_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1.0082135, 1.0111796) + double3 xformOp:translate = (5.645094772644886, 3.712235670436157, 0.7613025512275204) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "studyroom_767841" + { + def Xform "cabinet_0010" ( + prepend references = @./Meshes/cabinet_0010.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.44817626953125, -2.605496826171875, 0.39500051327677654) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0012" ( + prepend references = @./Meshes/cabinet_0012.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.995676269517745, -0.59545062446525, 1.2749994909379092) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0000" ( + prepend references = @./Meshes/chandelier_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, -0.70710677) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (-6.054547621815686, -2.176476077192136, 2.5905104230152367) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0000" ( + prepend references = @./Meshes/chair_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.747383576909138, -2.6178722204888505, 0.4470567027997758) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0003" ( + prepend references = @./Meshes/table_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, -0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.794758265122568, -4.604651424611458, 0.12552533201159544) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0009" ( + prepend references = @./Meshes/table_0009.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, -0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.237183797554687, -4.6200624587202626, 0.1889597865549034) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0004" ( + prepend references = @./Meshes/storage_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.45587890625, -3.051366882324219, 0.8760094701859559) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0003" ( + prepend references = @./Meshes/ornament_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.459964668102251, -1.6483404387787872, 0.13553845595728314) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0004" ( + prepend references = @./Meshes/ornament_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.459376274086619, -1.949214744590279, 0.13277640736770005) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0005" ( + prepend references = @./Meshes/ornament_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.450549163821663, -3.335154228207315, 0.47900260372878484) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0006" ( + prepend references = @./Meshes/ornament_0006.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.471689508446651, -2.0116379814191068, 0.862956279955282) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0007" ( + prepend references = @./Meshes/ornament_0007.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.37092314911548, -2.1175213460916944, 0.8460700323197811) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0008" ( + prepend references = @./Meshes/ornament_0008.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.4635571250832164, -2.272392421715099, 0.8941041910364418) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0009" ( + prepend references = @./Meshes/ornament_0009.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.465972280512085, -2.2319120244914545, 0.5660778295661241) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0010" ( + prepend references = @./Meshes/ornament_0010.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.466205672235835, -3.4241002731567587, 0.15029275151552265) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0011" ( + prepend references = @./Meshes/ornament_0011.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.413466369665375, -0.5710492095753769, 1.4431908208960755) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0012" ( + prepend references = @./Meshes/ornament_0012.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.517052204128523, -0.5709047965389145, 1.4431982977028321) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0013" ( + prepend references = @./Meshes/ornament_0013.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.855189395904732, -0.5795582257275391, 2.264111704105855) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0014" ( + prepend references = @./Meshes/ornament_0014.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.402399137490386, -0.5795349150654429, 1.8583457891877246) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0015" ( + prepend references = @./Meshes/ornament_0015.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.757477605802365, -3.080786624636918, 0.8138341079388284) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0001" ( + prepend references = @./Meshes/vase_0001.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.068955438583834, -0.575458988173644, 0.9247482196937953) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0002" ( + prepend references = @./Meshes/vase_0002.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.9097202987356905, -0.575458807000686, 0.9247386810431405) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0002" ( + prepend references = @./Meshes/table_lamp_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.683709562224902, -2.7325723202929186, 1.0539819024119992) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0000" ( + prepend references = @./Meshes/book_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.441498836517008, -2.2797772569680648, 0.18554199048008466) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0001" ( + prepend references = @./Meshes/book_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.437794826507197, -2.3728338522909858, 0.19332149716348945) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0002" ( + prepend references = @./Meshes/book_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.414951011661933, -2.8449054336513417, 0.06310797044355178) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0003" ( + prepend references = @./Meshes/book_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.41495068359809, -2.844905151363645, 0.08197200199696923) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0004" ( + prepend references = @./Meshes/book_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.424925979619311, -2.852204719539327, 0.1034159946106128) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0005" ( + prepend references = @./Meshes/book_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.43783021545373, -2.3183437809942937, 0.19332150860758143) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0006" ( + prepend references = @./Meshes/book_0006.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.414958560948654, -2.853900321956329, 0.12556099340139265) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0007" ( + prepend references = @./Meshes/book_0007.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.414951011661933, -2.8449054336513417, 0.14442400762159133) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0008" ( + prepend references = @./Meshes/book_0008.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.428338264465067, -2.6874434652342614, 0.5463346349808891) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0009" ( + prepend references = @./Meshes/book_0009.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.437814884185698, -2.3449897890090945, 0.19133498211832328) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0010" ( + prepend references = @./Meshes/book_0010.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.414323764801016, -2.865949194431422, 0.5441651784989499) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0011" ( + prepend references = @./Meshes/book_0011.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.424367610931431, -2.8873546686175517, 0.55147463437055) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0012" ( + prepend references = @./Meshes/book_0012.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.424198554992711, -2.8437664017680344, 0.5424792234513627) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0013" ( + prepend references = @./Meshes/book_0013.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.424124683380162, -2.8249038219454947, 0.5514746572587322) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0014" ( + prepend references = @./Meshes/book_0014.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.424052650451695, -2.80604030656845, 0.5514746648881275) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0015" ( + prepend references = @./Meshes/book_0015.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.4350878448485265, -2.717549308778008, 0.5413277551743919) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0016" ( + prepend references = @./Meshes/book_0016.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.41400099182117, -2.782414908410416, 0.532440204820358) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0017" ( + prepend references = @./Meshes/book_0017.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.423860553741279, -2.752464924813137, 0.5494881956193605) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0018" ( + prepend references = @./Meshes/book_0018.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.424440223693883, -2.9062179188731374, 0.5514746648881275) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0019" ( + prepend references = @./Meshes/book_0019.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.419836841583276, -2.955750251770222, 0.5431832372757996) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0020" ( + prepend references = @./Meshes/book_0020.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.4281897583007614, -2.9303513903618894, 0.5441680891130017) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0021" ( + prepend references = @./Meshes/book_0021.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.414951011661933, -2.466374244686498, 0.4224127463968447) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0022" ( + prepend references = @./Meshes/book_0022.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.41495068359809, -2.466374267574582, 0.4412762393626919) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0023" ( + prepend references = @./Meshes/book_0023.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.42492597961931, -2.473674133296651, 0.46272034641725346) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0024" ( + prepend references = @./Meshes/book_0024.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.442403999318872, -1.9532982788165325, 0.4833953141710351) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0025" ( + prepend references = @./Meshes/book_0025.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.442404590596947, -1.9532982788165327, 0.4494217445394587) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0026" ( + prepend references = @./Meshes/book_0026.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.4376702270463255, -1.958435287479227, 0.4236546773465109) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0027" ( + prepend references = @./Meshes/book_0027.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.825494163522162, -2.997393158046499, 0.75410598000022) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0028" ( + prepend references = @./Meshes/book_0028.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.796295219413456, -3.0427740172566007, 0.7625979864213074) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "office_supply_0000" ( + prepend references = @./Meshes/office_supply_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.845059950533978, -2.2910628638840396, 0.8939484620205793) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "desk_0000" ( + prepend references = @./Meshes/desk_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.805676363441454, -2.5622156965390617, 0.374999483260057) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "unknown_767846" + { + def Xform "cabinet_0011" ( + prepend references = @./Meshes/cabinet_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.527954528056399, 5.266519086113349, 0.39442850895560705) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0003" ( + prepend references = @./Meshes/ceiling_light_0003.usd@ + ) + { + quatf xformOp:orient = (-1.3315805e-7, -0, 0, -1) + float3 xformOp:scale = (-1.0142304, 1.014227, 1.1828091) + double3 xformOp:translate = (-6.581624145547545, 3.6500687077177374, 3.2043097011144686) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0000" ( + prepend references = @./Meshes/daily_equipment_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.817348372518826, 5.261390465173121, 0.9792563164946796) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0001" ( + prepend references = @./Meshes/daily_equipment_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.815946317554884, 5.257557725630201, 0.8809156858924349) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "livingroom_767839" + { + def Xform "cabinet_0013" ( + prepend references = @./Meshes/cabinet_0013.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.17737668991088867, -2.4459617614746096, 0.09999949093790898) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0002" ( + prepend references = @./Meshes/television_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2, 1.2, 1.2) + double3 xformOp:translate = (0.44540953594580496, -2.8420941456443285, 1.2363229471979533) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0001" ( + prepend references = @./Meshes/chandelier_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.0441110297673002, 2.866766768554575, 1.8107302245258101) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0002" ( + prepend references = @./Meshes/chandelier_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.7411254268646439, -1.949322763489454, 2.7853630213352267) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0002" ( + prepend references = @./Meshes/chair_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.0161734765713748, 1.5804977014615689, 0.3659667014397948) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0003" ( + prepend references = @./Meshes/chair_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.767860239179136, 2.539118951203036, 0.36577871101231346) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0004" ( + prepend references = @./Meshes/chair_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.768390988449487, 3.3879671275105263, 0.36577509695452903) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0005" ( + prepend references = @./Meshes/chair_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.30098384930794253, 2.539203871948286, 0.3657748826525417) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0006" ( + prepend references = @./Meshes/chair_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.0163284472037004, 4.340342973557579, 0.3655331416265969) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0006" ( + prepend references = @./Meshes/table_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071067, -0, 0, -0.7071069) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.311659557962769, -2.616295685240241, 0.13479905968723896) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0007" ( + prepend references = @./Meshes/table_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071067, -0, 0, -0.7071069) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.1414961910175525, -1.713532399383534, 0.1904303538920174) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0008" ( + prepend references = @./Meshes/table_0008.usd@ + ) + { + quatf xformOp:orient = (0.7071067, -0, 0, -0.7071069) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.9133606838954293, -2.345860240593551, 0.16065777458455188) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0001" ( + prepend references = @./Meshes/sofa_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.1467111, 0.9844428, 1.0270007) + double3 xformOp:translate = (-3.133784532097802, -2.8223435400481134, 0.32877847392004006) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0000" ( + prepend references = @./Meshes/painting_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.0670633, 1.0062828, 1.058855) + double3 xformOp:translate = (0.534382189491178, 3.303424503225757, 1.6148407094908104) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0000" ( + prepend references = @./Meshes/wine_set_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.1026068, 0.9497901, 0.83131385) + double3 xformOp:translate = (-0.8267692999612285, 2.5422506545955157, 0.8206019184202892) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "dining_table_0000" ( + prepend references = @./Meshes/dining_table_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.0111691016766355, 2.9431014227562593, 0.3552282762327101) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0019" ( + prepend references = @./Meshes/ornament_0019.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.21963805382016566, -1.846477066226671, 0.47934540005801846) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0020" ( + prepend references = @./Meshes/ornament_0020.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.15978519449755615, -1.6751004294889027, 0.6958234426696606) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0029" ( + prepend references = @./Meshes/book_0029.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, 0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.1571804519339652, -1.7329479190674257, 0.43522414525674713) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0030" ( + prepend references = @./Meshes/book_0030.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, 0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.1544149682472566, -1.7268294803202273, 0.4009914210671188) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0031" ( + prepend references = @./Meshes/book_0031.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, 0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.167655088136347, -1.728639562141467, 0.38134352906863184) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0032" ( + prepend references = @./Meshes/book_0032.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, 0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.1687249809717826, -1.7305700660332322, 0.41716022905047045) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0000" ( + prepend references = @./Meshes/plate_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.18503413387900852, -3.0586758102106324, 0.21558527522652973) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "electric_appliance_0000" ( + prepend references = @./Meshes/electric_appliance_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.1869347247350603, -2.55962356600457, 0.22481124040006753) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0000" ( + prepend references = @./Meshes/doorsill_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, 0.004994909453671426) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0001" ( + prepend references = @./Meshes/doorsill_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, 0.004994909453671426) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0002" ( + prepend references = @./Meshes/doorsill_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, 0.004994909453671426) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0003" ( + prepend references = @./Meshes/doorsill_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, 0.004994909453671426) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0004" ( + prepend references = @./Meshes/doorsill_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, 0.004994909453671426) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0005" ( + prepend references = @./Meshes/doorsill_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, 0.004994909453671426) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0006" ( + prepend references = @./Meshes/doorsill_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, 0.004994909453671426) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0007" ( + prepend references = @./Meshes/doorsill_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, 0.004994909453671426) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0008" ( + prepend references = @./Meshes/doorsill_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, 0.004994909453671426) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0009" ( + prepend references = @./Meshes/doorsill_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, 0.004994909453671426) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0010" ( + prepend references = @./Meshes/doorsill_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, 0.004994909453671426) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0011" ( + prepend references = @./Meshes/doorsill_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, 0.0007949094030074778) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0012" ( + prepend references = @./Meshes/doorsill_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, 0.004994909453671426) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "kitchen_914234340" + { + def Xform "cabinet_0014" ( + prepend references = @./Meshes/cabinet_0014.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.0031999, 0.9641, 1) + double3 xformOp:translate = (-4.969958190917969, 5.470950927734375, 1.858430063447667) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0015" ( + prepend references = @./Meshes/cabinet_0015.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.0031999, 0.9641, 1) + double3 xformOp:translate = (-4.093223116356022, 5.470950780013161, 0.4099994528136918) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0002" ( + prepend references = @./Meshes/ceiling_light_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.0142304, 1.014227, 1.1828091) + double3 xformOp:translate = (-4.046618333617748, 4.2672344752413975, 3.0967502476534277) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0000" ( + prepend references = @./Meshes/bathroom_product_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.7105655183766517, 6.770487626566805, 0.915443592063031) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0001" ( + prepend references = @./Meshes/plate_0001.usd@ + ) + { + quatf xformOp:orient = (6.083982e-9, -0, 0, 1) + float3 xformOp:scale = (1.0031999, 0.9641, 1) + double3 xformOp:translate = (-5.109767100810943, 6.156666590472062, 0.9666753603327394) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0002" ( + prepend references = @./Meshes/plate_0002.usd@ + ) + { + quatf xformOp:orient = (6.083982e-9, -0, 0, 1) + float3 xformOp:scale = (1.0031999, 0.9641, 1) + double3 xformOp:translate = (-5.1097671575642, 6.227800696455679, 0.9666614099846687) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0003" ( + prepend references = @./Meshes/plate_0003.usd@ + ) + { + quatf xformOp:orient = (6.083982e-9, -0, 0, 1) + float3 xformOp:scale = (1.0031999, 0.9641, 1) + double3 xformOp:translate = (-5.109767117796816, 6.298933844947501, 0.9666753260004032) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0004" ( + prepend references = @./Meshes/plate_0004.usd@ + ) + { + quatf xformOp:orient = (6.083982e-9, -0, 0, 1) + float3 xformOp:scale = (1.0031999, 0.9641, 1) + double3 xformOp:translate = (-5.109767082567066, 6.3147937906957035, 1.249846398006549) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0005" ( + prepend references = @./Meshes/plate_0005.usd@ + ) + { + quatf xformOp:orient = (6.083982e-9, -0, 0, 1) + float3 xformOp:scale = (1.0031999, 0.9641, 1) + double3 xformOp:translate = (-5.109767241920094, 6.227801116656657, 1.2498325582848406) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0006" ( + prepend references = @./Meshes/plate_0006.usd@ + ) + { + quatf xformOp:orient = (6.083982e-9, -0, 0, 1) + float3 xformOp:scale = (1.0031999, 0.9641, 1) + double3 xformOp:translate = (-5.1097673352124575, 6.138383451502703, 1.2498464170800891) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0007" ( + prepend references = @./Meshes/plate_0007.usd@ + ) + { + quatf xformOp:orient = (6.083982e-9, -0, 0, 1) + float3 xformOp:scale = (1.0031999, 0.9641, 1) + double3 xformOp:translate = (-5.107972722945529, 6.146877514703984, 1.1020492998468954) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0008" ( + prepend references = @./Meshes/plate_0008.usd@ + ) + { + quatf xformOp:orient = (6.083982e-9, -0, 0, 1) + float3 xformOp:scale = (1.0031999, 0.9641, 1) + double3 xformOp:translate = (-5.109767084023, 6.222594250517568, 1.1020354315148215) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0009" ( + prepend references = @./Meshes/plate_0009.usd@ + ) + { + quatf xformOp:orient = (6.083982e-9, -0, 0, 1) + float3 xformOp:scale = (1.0031999, 0.9641, 1) + double3 xformOp:translate = (-5.109767332103446, 6.298933947924501, 1.1020492750513011) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fridge_0000" ( + prepend references = @./Meshes/fridge_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.814381485274859, 2.225266154161222, 0.9244279200002103) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kettle_0000" ( + prepend references = @./Meshes/kettle_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.0031999, 0.9641, 1) + double3 xformOp:translate = (-4.86283004978947, 5.704829389792474, 0.9782434994047597) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kettle_0001" ( + prepend references = @./Meshes/kettle_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.0031999, 0.9641, 1) + double3 xformOp:translate = (-4.9617369911105085, 4.273581642542958, 1.0426722967232505) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cookware_0000" ( + prepend references = @./Meshes/cookware_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.0031999, 0.9641, 1) + double3 xformOp:translate = (-4.850451733964094, 5.2480429351324265, 0.8977204889526283) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0000" ( + prepend references = @./Meshes/other_cooker_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.0031999, 0.9641, 1) + double3 xformOp:translate = (-4.865815646506853, 5.482116077758085, 0.8451931583851748) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0000" ( + prepend references = @./Meshes/kitchenware_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.0031999, 0.9641, 1) + double3 xformOp:translate = (-3.2224188212899727, 6.63197465435866, 0.9070651382263606) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0001" ( + prepend references = @./Meshes/kitchenware_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.0031999, 0.9641, 1) + double3 xformOp:translate = (-5.144646246301252, 4.526117376171061, 1.360142457558168) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0002" ( + prepend references = @./Meshes/kitchenware_0002.usd@ + ) + { + quatf xformOp:orient = (6.083982e-9, -0, 0, 1) + float3 xformOp:scale = (1.0031999, 0.9641, 1) + double3 xformOp:translate = (-5.108573984906076, 6.218228189260381, 1.1174892393367113) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0003" ( + prepend references = @./Meshes/kitchenware_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.0031999, 0.9641, 1) + double3 xformOp:translate = (-3.8127692680871155, 6.587381928627659, 0.6668118224696108) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0004" ( + prepend references = @./Meshes/kitchenware_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.0031999, 0.9641, 1) + double3 xformOp:translate = (-4.525879320674699, 6.5990354485365925, 0.835077426872406) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "range_hood_0000" ( + prepend references = @./Meshes/range_hood_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.0031999, 0.9641, 1) + double3 xformOp:translate = (-4.96662890288937, 5.474662569162842, 1.7262114278773752) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "other" + { + def Xform "television_0000" ( + prepend references = @./Meshes/television_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.8083428896976201, -2.6689648845888287, 1.16733408034302) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0001" ( + prepend references = @./Meshes/television_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.343959034904258, -3.2641224915460225, 1.3531965404826947) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_decoration_0000" ( + prepend references = @./Meshes/wall_decoration_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.307776732395259, -2.673025621409491, 1.9626334228219493) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "door_handle_0000" ( + prepend references = @./Meshes/door_handle_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.6533608795228636, 6.800503820370923, 0.9289363462389748) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0000" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0001" ( + prepend references = @./Meshes/door_handle_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.435675376414293, 6.910464804105954, 1.4289363462389748) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0001" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0002" ( + prepend references = @./Meshes/door_handle_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.7156753764142936, 6.910464804105954, 1.4289363462389748) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0002" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0003" ( + prepend references = @./Meshes/door_handle_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.406639120477137, -6.131498132754078, 0.9289363462389748) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0003" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0004" ( + prepend references = @./Meshes/door_handle_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.041323524952894, 6.930464804105955, 0.9289363462389748) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0004" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0005" ( + prepend references = @./Meshes/door_handle_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.1493234028825814, 6.930464804105955, 0.9289363462389748) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0005" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0006" ( + prepend references = @./Meshes/door_handle_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.6133236470232066, 5.290464804105954, 1.4289363462389748) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0006" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0007" ( + prepend references = @./Meshes/door_handle_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.921324135304457, 6.380464804105955, 0.9289363462389748) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0007" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0008" ( + prepend references = @./Meshes/door_handle_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.0293246235857065, 6.380464804105955, 0.9289363462389748) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0008" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0009" ( + prepend references = @./Meshes/door_handle_0009.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.653360879522863, -5.5514981327540776, 0.9289363462389748) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0009" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0010" ( + prepend references = @./Meshes/door_handle_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.7336758646955435, -6.889535195894045, 0.9289363462389748) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0010" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0011" ( + prepend references = @./Meshes/door_handle_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.6256753764142933, -6.889535195894045, 0.9289363462389748) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0011" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0012" ( + prepend references = @./Meshes/door_handle_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.6586758646955435, 6.930464804105955, 0.9289363462389748) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0012" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0013" ( + prepend references = @./Meshes/door_handle_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.5506765971174183, 6.930464804105955, 0.9289363462389748) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0013" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0014" ( + prepend references = @./Meshes/door_handle_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.833326088429457, 4.600464804105955, 1.4289363462389748) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0014" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0000" ( + prepend references = @./Meshes/door_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.23482007, 1.59533942, 1.267999483937917) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0000" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0001" ( + prepend references = @./Meshes/door_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.97268695, 1.01500293, 1.067999483937917) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0001" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0002" ( + prepend references = @./Meshes/door_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.26932373, 5.1695031700000005, 1.199801004609792) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0002" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "group_0000" + { + token visibility = "inherited" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0003" ( + prepend references = @./Meshes/door_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.91067627, 3.3995681, 1.2005253698441667) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0003" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0004" ( + prepend references = @./Meshes/door_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.5006762700000005, 1.54347422, 1.3117494919379167) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0004" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0005" ( + prepend references = @./Meshes/door_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.8956762699999998, -4.89049713, 1.199801004609792) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0005" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "physics_constraint_0003" + { + token visibility = "invisible" + } + + over "physics_constraint_0004" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + + over "group_0003" + { + token visibility = "invisible" + } + + over "group_0004" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0006" ( + prepend references = @./Meshes/door_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.9556762700000005, -0.38546499, 1.267999483937917) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0006" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0007" ( + prepend references = @./Meshes/door_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (7.21882397, 1.93911289, 1.0704994919379167) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0007" + { + over "group_0001" + { + token visibility = "invisible" + + def Mesh "Plane" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + float3[] extent = [(-0.5, -0.5, 0), (0.5, 0.5, 0)] + int[] faceVertexCounts = [4] + int[] faceVertexIndices = [0, 1, 3, 2] + rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)] ( + interpolation = "faceVarying" + ) + point3f[] points = [(-0.5, -0.5, 0), (0.5, -0.5, 0), (-0.5, 0.5, 0), (0.5, 0.5, 0)] + texCoord2f[] primvars:st = [(0, 0), (1, 0), (1, 1), (0, 1)] ( + interpolation = "faceVarying" + ) + uniform token subdivisionScheme = "none" + token visibility = "inherited" + quatd xformOp:orient = (0.7071067811865475, 0.7071067811865476, 0, 0) + double3 xformOp:scale = (600, 1900, 1) + double3 xformOp:translate = (408.3040631777467, 13.76162473500085, 1029.8762916822418) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + over "physics_constraint_0001" + { + token visibility = "invisible" + } + } + } + + over "Looks" + { + } + } + + def Xform "door_0008" ( + prepend references = @./Meshes/door_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.27432373, -0.01165724, 1.267999483937917) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0008" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0009" ( + prepend references = @./Meshes/door_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.9288239100000002, 1.60411106, 1.0704994919379167) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "Glass_03" + { + over "Shader" + { + bool inputs:flip_tangent_v = 1 + float inputs:glass_ior = 1.491 + float inputs:normal_map_strength = 0.22 + bool inputs:thin_walled = 0 + } + } + } + + over "Meshes" + { + over "door_0009" + { + over "group_0001" + { + token visibility = "invisible" + + over "Plane" + { + quatd xformOp:orient = (6.123233995736766e-17, 2.4826851068697643e-17, 0.7071067811865476, 0.7071067811865475) + double3 xformOp:scale = (6, 19, 1.0000000000000002) + double3 xformOp:translate = (410.56055125525813, 9.595169103704393e-11, 1027.9914119203474) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + over "physics_constraint_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0010" ( + prepend references = @./Meshes/door_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.69042612, 3.14950299, 1.0779994919379168) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0010" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "inherited" + } + } + } + } + + def Xform "door_0011" ( + prepend references = @./Meshes/door_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.88268695, 0.77402271, 1.267999483937917) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0011" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0012" ( + prepend references = @./Meshes/door_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.1206762700000001, 5.21950317, 1.2005158483597915) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0012" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "physics_constraint_0003" + { + token visibility = "invisible" + } + + over "physics_constraint_0004" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + + over "group_0003" + { + token visibility = "invisible" + } + + over "group_0004" + { + token visibility = "invisible" + } + } + } + } + + def Xform "window_0000" ( + prepend references = @./Meshes/window_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.05067627, -5.37848128, 1.199999990370606) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0001" ( + prepend references = @./Meshes/window_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.5006762700000005, 5.58151933, 1.500000000000001) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0002" ( + prepend references = @./Meshes/window_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.38432373, -4.84098097, 1.300000000000001) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0003" ( + prepend references = @./Meshes/window_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.49432373, -4.84098097, 1.300000000000001) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0004" ( + prepend references = @./Meshes/window_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.5864237100000005, 6.6770029300000004, 1.2415) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0005" ( + prepend references = @./Meshes/window_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.07317627, 6.97740283, 1.7415000000000003) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0006" ( + prepend references = @./Meshes/window_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.47357642, -6.187997070000001, 1.3000000000000003) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0007" ( + prepend references = @./Meshes/window_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.23182372, 6.9974028299999995, 1.3000000000000003) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0008" ( + prepend references = @./Meshes/window_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.6368237300000001, 5.35740283, 1.5000000000000002) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0009" ( + prepend references = @./Meshes/window_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.31682373, 6.44740283, 1.3000000000000003) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0010" ( + prepend references = @./Meshes/window_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.58642374, -5.897997070000001, 1.3000000000000003) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0011" ( + prepend references = @./Meshes/window_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.86817627, -6.822597170000001, 1.3000000000000003) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0012" ( + prepend references = @./Meshes/window_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.44317627, 6.9974028299999995, 1.3000000000000003) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0013" ( + prepend references = @./Meshes/window_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.85682422, 4.6674028299999994, 1.5000000000000002) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "ceiling" + { + token visibility = "inherited" + + def Xform "ceiling_0000" ( + prepend references = @./Meshes/ceiling_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.83140004, 1.9108, 1) + double3 xformOp:translate = (2.4963720703125, -2.48892822265625, 2.675496113593174) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0001" ( + prepend references = @./Meshes/ceiling_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.92735064, 1.0148786, 1.3299534) + double3 xformOp:translate = (4.31213438856516, 3.3783636474292233, 2.9981221462985177) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0002" ( + prepend references = @./Meshes/ceiling_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.78922856, 0.606975, 1.0642623) + double3 xformOp:translate = (-6.054547625118953, -2.0984651219932995, 3.2608111866075427) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0003" ( + prepend references = @./Meshes/ceiling_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.98926103, 0.9048891, 0.986364) + double3 xformOp:translate = (-1.1149236335061945, 3.2644303996436337, 3.347846464490198) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0004" ( + prepend references = @./Meshes/ceiling_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0005" ( + prepend references = @./Meshes/ceiling_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0006" ( + prepend references = @./Meshes/ceiling_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0007" ( + prepend references = @./Meshes/ceiling_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0008" ( + prepend references = @./Meshes/ceiling_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0009" ( + prepend references = @./Meshes/ceiling_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0010" ( + prepend references = @./Meshes/ceiling_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0011" ( + prepend references = @./Meshes/ceiling_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0012" ( + prepend references = @./Meshes/ceiling_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0013" ( + prepend references = @./Meshes/ceiling_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0014" ( + prepend references = @./Meshes/ceiling_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0015" ( + prepend references = @./Meshes/ceiling_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.379320068359375, -0.0004498291015625, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "unknown_767845" + { + def Xform "curtain_0000" ( + prepend references = @./Meshes/curtain_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.6046, 1.2651001, 1.2) + double3 xformOp:translate = (-1.9279287087488788, -6.714714074054375, 1.6448269800005655) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "balcony_767847" + { + def Xform "table_0000" ( + prepend references = @./Meshes/table_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -1.2167961e-8) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.3813826981317265, 6.3420476307766585, 0.23707601704756548) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0001" ( + prepend references = @./Meshes/table_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -1.2167961e-8) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.0527647655325825, 5.90996757402809, 0.23302490050476488) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0002" ( + prepend references = @./Meshes/table_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -1.2167961e-8) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.8958222446429271, 6.287019060894676, 0.27282594879548816) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "washing_machine_0000" ( + prepend references = @./Meshes/washing_machine_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.352465774889969, 5.87427696202096, 0.3967699834806988) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "wall" + { + def Xform "wall_0000" ( + prepend references = @./Meshes/wall_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.35, 1.2, 1.2) + double3 xformOp:translate = (0.4485047017774039, -2.3813069117969135, 1.6499994137124072) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0001" ( + prepend references = @./Meshes/wall_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-5.285679931640625, 4.294500045776367, 1.6499949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0002" ( + prepend references = @./Meshes/wall_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.4693220329284666, -0.030497050285339358, 1.6499949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0003" ( + prepend references = @./Meshes/wall_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.096820068359375, -4.890499877929687, 1.6499949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0004" ( + prepend references = @./Meshes/wall_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-6.118179931640626, -5.3404998779296875, 1.6499949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0005" ( + prepend references = @./Meshes/wall_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-6.005679931640625, -0.36549700736999513, 1.6499949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0006" ( + prepend references = @./Meshes/wall_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.2568220329284667, 1.576999969482422, 1.6499405840039254) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0007" ( + prepend references = @./Meshes/wall_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-7.335679931640625, -3.8404998779296875, 1.6499949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0008" ( + prepend references = @./Meshes/wall_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-6.5606799316406255, 5.6195001220703125, 1.6499949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0009" ( + prepend references = @./Meshes/wall_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.158179931640625, 6.959500122070312, 1.6499949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0010" ( + prepend references = @./Meshes/wall_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-5.255679931640625, 1.5794999694824219, 1.6499949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0011" ( + prepend references = @./Meshes/wall_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.6893235206604004, -3.4704984903335574, 1.6499949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0012" ( + prepend references = @./Meshes/wall_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-7.715679931640625, 0.1395001220703125, 1.6499949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0013" ( + prepend references = @./Meshes/wall_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.274320068359375, -2.400498490333557, 1.6499949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0014" ( + prepend references = @./Meshes/wall_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.669320068359375, 4.302000045776367, 1.6499949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0015" ( + prepend references = @./Meshes/wall_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.6693235206604004, 3.3395000457763673, 1.6499949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0016" ( + prepend references = @./Meshes/wall_0016.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (8.474320068359376, -0.1554998779296875, 1.6499949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0017" ( + prepend references = @./Meshes/wall_0017.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.120679931640625, 5.219500122070313, 1.6499949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0018" ( + prepend references = @./Meshes/wall_0018.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (7.159259948730469, -0.21049699783325196, 1.6499949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0019" ( + prepend references = @./Meshes/wall_0019.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.910679931640625, 4.204500045776367, 1.6499949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0020" ( + prepend references = @./Meshes/wall_0020.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (5.959320068359375, 3.1045015621185303, 1.6499949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0021" ( + prepend references = @./Meshes/wall_0021.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.869320068359375, 0.7745009851455689, 1.6499949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0022" ( + prepend references = @./Meshes/wall_0022.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.8406779479980468, -6.910499877929688, 1.6499949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0023" ( + prepend references = @./Meshes/wall_0023.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.063179931640625, 6.9495001220703125, 1.6499949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0024" ( + prepend references = @./Meshes/wall_0024.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (7.276820068359375, 4.579500122070312, 1.6499949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0025" ( + prepend references = @./Meshes/wall_0025.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.400679931640625, -3.6454984378814697, 1.6499949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0026" ( + prepend references = @./Meshes/wall_0026.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.773179931640625, -3.8404998779296875, 1.6499949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0027" ( + prepend references = @./Meshes/wall_0027.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (7.216819763183594, 1.909499969482422, 1.6499949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0028" ( + prepend references = @./Meshes/wall_0028.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.3718200683593755, 6.399500122070313, 1.6499949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0029" ( + prepend references = @./Meshes/wall_0029.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.314320068359375, 5.169500122070312, 1.6499949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "floor" + { + def Xform "floor_0000" ( + prepend references = @./Meshes/floor_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, -9.376672096550465e-9) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0001" ( + prepend references = @./Meshes/floor_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, -9.376672096550465e-9) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0002" ( + prepend references = @./Meshes/floor_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, -9.376672096550465e-9) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0003" ( + prepend references = @./Meshes/floor_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, -9.376672096550465e-9) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0004" ( + prepend references = @./Meshes/floor_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, -9.376672096550465e-9) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0005" ( + prepend references = @./Meshes/floor_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, -9.376672096550465e-9) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0006" ( + prepend references = @./Meshes/floor_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, -9.376672096550465e-9) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0007" ( + prepend references = @./Meshes/floor_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, -9.376672096550465e-9) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0008" ( + prepend references = @./Meshes/floor_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, -9.376672096550465e-9) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0009" ( + prepend references = @./Meshes/floor_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, -9.376672096550465e-9) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0010" ( + prepend references = @./Meshes/floor_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, -9.376672096550465e-9) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0011" ( + prepend references = @./Meshes/floor_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, -9.376672096550465e-9) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0012" ( + prepend references = @./Meshes/floor_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, -0.24845457432166135) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + + def "Rendering" + { + def "Lights" + { + def DistantLight "DirectionalLight" + { + float angle = 0.5357 + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + color3f color = (1, 1, 1) + float colorTemperature = 6500 + bool disableFogInteraction = 0 + bool enableColorTemperature = 0 + float inputs:angle = 30 + color3f inputs:color = (0.969112, 0.96216303, 0.87182665) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 1 + float inputs:intensity = 3000 + bool inputs:normalize = 0 + float inputs:specular = 1 + float intensity = 1989.4366 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DistantLight" + uniform token purpose = "default" + token visibility = "inherited" + bool visibleInPrimaryRay = 0 + quatd xformOp:orient = (0.7489676564654209, 0.4768375212800029, 0.24764110532252107, 0.38774645172184125) + double3 xformOp:scale = (2.5, 2.5, 2.5) + double3 xformOp:translate = (-0.14179850569401098, -7.118971555925363e-16, 1.9999999999999967) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def DomeLight "DomeLight" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float guideRadius = 100000 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 1 + float inputs:intensity = 1000 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 1 + asset inputs:texture:file = @./buikslotermeerplein_4k.hdr@ + token inputs:texture:format = "latlong" + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DomeLight" + uniform token purpose = "default" + token visibility = "inherited" + bool visibleInPrimaryRay = 1 + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0, 0, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def RectLight "RectLight" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float3[] extent = [(-50, -50, -0), (50, 50, 0)] + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 1 + float inputs:height = 2 + float inputs:intensity = 5000 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 0 + asset inputs:texture:file + float inputs:width = 3 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "RectLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (0.7071067811865475, 0.7071067811865476, 0, 0) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.9242637800158797, -6.685948575656624, 1.320076276272512) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def RectLight "RectLight_01" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float3[] extent = [(-50, -50, -0), (50, 50, 0)] + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 1 + float inputs:height = 0.5 + float inputs:intensity = 1000 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 0 + asset inputs:texture:file + float inputs:width = 3 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "RectLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.7291315030686, 0.552811284870283, 3.292843858325846) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def RectLight "RectLight_02" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float3[] extent = [(-50, -50, -0), (50, 50, 0)] + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 1 + float inputs:height = 0.5 + float inputs:intensity = 1000 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 0 + asset inputs:texture:file + float inputs:width = 3 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "RectLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.3893787399662723, 0.7057883972705631, 3.292843858325846) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } +} + diff --git a/kujiale_0003/rooms.json b/kujiale_0003/rooms.json new file mode 100644 index 0000000000000000000000000000000000000000..6d97e819b9b599017dce6925630828c56951caa3 --- /dev/null +++ b/kujiale_0003/rooms.json @@ -0,0 +1 @@ +[{"room_type": "living room", "polygon": [[-4.29567626953125, -0.2604970703125], [-4.29567626953125, -3.8404968261718753], [-4.29567626953125, -4.7704970703125005], [0.55432373046875, -4.7704970703125005], [0.55432373046875, 0.0895029296875], [3.7543237304687502, 0.0895029296875], [3.7543237304687502, 1.4590228271484376], [2.66982373046875, 1.4545040283203126], [2.6693237304687503, 1.4595029296875], [0.55432373046875, 1.4595029296875], [0.55432373046875, 3.0645029296875], [0.55432373046875, 4.1045029296875], [0.55432373046875, 5.0495029296875], [-2.79567626953125, 5.0495029296875], [-2.79567626953125, 1.4595029296875], [-5.28567626953125, 1.4595029296875], [-7.59567626953125, 1.4595029296875], [-7.59567626953125, -0.2604970703125]]}, {"room_type": "Bedroom", "polygon": [[4.38432373046875, 0.0895029296875], [4.38432373046875, -4.7704970703125005], [8.35432421875, -4.7704970703125005], [8.35432421875, -0.27049707031250003], [5.8443237304687505, -0.27049707031250003], [5.8443237304687505, -0.0304970703125], [5.8443237304687505, 1.4595029296875], [3.98432373046875, 1.4595029296875], [3.98432373046875, 0.0895029296875]]}, {"room_type": "bedroom", "polygon": [[3.86932373046875, -0.1504970703125], [0.8243237304687501, -0.1504970703125], [0.8243237304687501, -4.7704970703125005], [4.16432373046875, -4.7704970703125005], [4.16432373046875, -0.1504970703125]]}, {"room_type": "study room", "polygon": [[-4.50567626953125, -5.2204970703125], [-4.50567626953125, -4.8904970703125], [-4.50567626953125, -3.960496826171875], [-5.14567626953125, -3.960496826171875], [-5.14567626953125, -3.720496826171875], [-4.50567626953125, -3.720496826171875], [-4.50567626953125, -0.4704970703125], [-7.59567626953125, -0.4704970703125], [-7.59567626953125, -3.720496826171875], [-6.95567626953125, -3.720496826171875], [-6.95567626953125, -3.960496826171875], [-7.59567626953125, -3.960496826171875], [-7.59567626953125, -5.2204970703125]]}, {"room_type": "bedroom", "polygon": [[2.78432373046875, 3.0645029296875], [2.78432373046875, 1.6949830322265624], [3.8688237304687503, 1.6995018310546874], [5.8443237304687505, 1.6995029296875], [5.8443237304687505, 1.9095048828125], [5.8443237304687505, 4.5795029296875], [5.8443237304687505, 5.0495029296875], [2.6693237304687503, 5.0495029296875], [2.6693237304687503, 5.2895029296875], [5.8443237304687505, 5.2895029296875], [5.8443237304687505, 6.3195029296875], [2.78432373046875, 6.3195029296875], [2.78432373046875, 5.2195029296875], [2.78432373046875, 4.1045029296875]]}, {"room_type": "Kitchen", "polygon": [[-5.16567626953125, 5.6195029296875], [-5.16567626953125, 1.6995029296875], [-3.02567626953125, 1.6995029296875], [-3.02567626953125, 5.2195029296875], [-3.02567626953125, 6.8895029296875006], [-5.16567626953125, 6.8895029296875006]]}, {"room_type": "unknown", "polygon": [[0.55432373046875, -5.0104970703125], [-4.29567626953125, -5.0104970703125], [-4.29567626953125, -5.3404970703125], [-4.29567626953125, -6.7904970703125], [0.55432373046875, -6.7904970703125]]}, {"room_type": "unknown", "polygon": [[-5.40567626953125, 5.4995029296875], [-7.59567626953125, 5.4995029296875], [-7.59567626953125, 1.6995029296875], [-5.40567626953125, 1.6995029296875]]}, {"room_type": "balcony", "polygon": [[2.55432373046875, 5.3895029296875006], [2.55432373046875, 6.3995029296875], [2.55432373046875, 6.8695029296875], [-2.79567626953125, 6.8695029296875], [-2.79567626953125, 5.3895029296875006], [0.66932373046875, 5.3895029296875006]]}, {"room_type": "bathroom", "polygon": [[2.55432373046875, 1.6895029296875], [2.55432373046875, 3.0645029296875], [2.55432373046875, 4.1045029296875], [2.55432373046875, 5.0495029296875], [0.78432373046875, 5.0495029296875], [0.78432373046875, 4.1045029296875], [0.78432373046875, 3.0645029296875], [0.78432373046875, 1.6895029296875]]}, {"room_type": "bathroom", "polygon": [[8.35432421875, 4.4595029296875], [6.07432373046875, 4.4595029296875], [6.07432373046875, 1.9695048828125001], [8.35432421875, 1.9695048828125001]]}, {"room_type": "storage", "polygon": [[8.35432421875, 1.8495048828125], [6.07432373046875, 1.8495048828125], [6.07432373046875, 1.5795029296875], [6.07432373046875, -0.0304970703125], [6.07432373046875, -0.1504970703125], [8.35432421875, -0.1504970703125]]}] \ No newline at end of file diff --git a/kujiale_0004/.thumbs/256x256/kujiale_0004.usda.png b/kujiale_0004/.thumbs/256x256/kujiale_0004.usda.png new file mode 100644 index 0000000000000000000000000000000000000000..49eefe3a46f8ce10ea3a8675209564a73c48971d --- /dev/null +++ b/kujiale_0004/.thumbs/256x256/kujiale_0004.usda.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:85866b4ed8dbd188ebffdc2d280771b92f6213384e964a2a458000f271c62377 +size 96473 diff --git a/kujiale_0004/Materials/BasicShapeMaterial.mdl b/kujiale_0004/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/kujiale_0004/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0004/Materials/MI_5a21182032367a738188b194.mdl b/kujiale_0004/Materials/MI_5a21182032367a738188b194.mdl new file mode 100644 index 0000000000000000000000000000000000000000..2ed45689d9778c9e4a77922567035ef85a0d680b --- /dev/null +++ b/kujiale_0004/Materials/MI_5a21182032367a738188b194.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5a21182032367a738188b194( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0004/Materials/MI_5c6aa7b05854e20001a1e243.mdl b/kujiale_0004/Materials/MI_5c6aa7b05854e20001a1e243.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ab8ff624b7423e95832dd541a3d340e6d04ed421 --- /dev/null +++ b/kujiale_0004/Materials/MI_5c6aa7b05854e20001a1e243.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5c6aa7b05854e20001a1e243( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0004/Materials/M_59268dbcbc974b45eaafd427.mdl b/kujiale_0004/Materials/M_59268dbcbc974b45eaafd427.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f204a9b9da57ead1266b12e3ca37879d952f09e1 --- /dev/null +++ b/kujiale_0004/Materials/M_59268dbcbc974b45eaafd427.mdl @@ -0,0 +1,66 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_59268dbcbc974b45eaafd427( + float4 GeneratedName_11172 = float4(1.0,1.0,1.0,0.0) + [[ + anno::display_name("基础颜色"), + anno::ui_order(32) + ]], + float Metallic = 1.0 + [[ + anno::display_name("Metallic"), + anno::ui_order(32) + ]], + float GeneratedName_30544 = 0.0 + [[ + anno::display_name("高光度"), + anno::ui_order(32) + ]], + float GeneratedName_8822 = 0.0 + [[ + anno::display_name("粗糙度"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(GeneratedName_11172.x,GeneratedName_11172.y,GeneratedName_11172.z); + float Metallic_mdl = Metallic; + float Specular_mdl = GeneratedName_30544; + float Roughness_mdl = GeneratedName_8822; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0004/Materials/M_BaseMaterial.mdl b/kujiale_0004/Materials/M_BaseMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ed00d16934cd045cadecb7db4bb5dd5ddc8dd3e7 --- /dev/null +++ b/kujiale_0004/Materials/M_BaseMaterial.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0004/Materials/M_BaseMaterial_twosided.mdl b/kujiale_0004/Materials/M_BaseMaterial_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..34a066551136042c8b515bc0777c0e436c62c466 --- /dev/null +++ b/kujiale_0004/Materials/M_BaseMaterial_twosided.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_twosided( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0004/Materials/M_BaseMaterial_v2.mdl b/kujiale_0004/Materials/M_BaseMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..154aecae651add78223e5fe6138f215211f152d3 --- /dev/null +++ b/kujiale_0004/Materials/M_BaseMaterial_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0004/Materials/M_BaseMaterial_v2_twosided.mdl b/kujiale_0004/Materials/M_BaseMaterial_v2_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7d90fc45fb437460e27004b226156b66a976f877 --- /dev/null +++ b/kujiale_0004/Materials/M_BaseMaterial_v2_twosided.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2_twosided( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0004/Materials/M_TranslucentMaterial.mdl b/kujiale_0004/Materials/M_TranslucentMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..0452d78794ea94cb1040fdf3244e688785b52118 --- /dev/null +++ b/kujiale_0004/Materials/M_TranslucentMaterial.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0004/Materials/M_TranslucentMaterial_v2.mdl b/kujiale_0004/Materials/M_TranslucentMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..6cef6519dd94a7d9f305169cecdb1d5512581737 --- /dev/null +++ b/kujiale_0004/Materials/M_TranslucentMaterial_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0004/Materials/OmniUe4Base.mdl b/kujiale_0004/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a441fbaf28040302c7aaabfbcf14b24a85bdf643 --- /dev/null +++ b/kujiale_0004/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/kujiale_0004/Materials/OmniUe4Function.mdl b/kujiale_0004/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..84f4f0da48ff31d03ee611373fe3a4d2e04c9079 --- /dev/null +++ b/kujiale_0004/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/kujiale_0004/Materials/OmniUe4Subsurface.mdl b/kujiale_0004/Materials/OmniUe4Subsurface.mdl new file mode 100644 index 0000000000000000000000000000000000000000..4f0de9228708499581dc93a9d45f8ab4ff7414dc --- /dev/null +++ b/kujiale_0004/Materials/OmniUe4Subsurface.mdl @@ -0,0 +1,234 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - fix reflection and transmission with subsurface color +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - using absolute import paths when importing standard modules + + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +export annotation distill_off(); + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float get_subsurface_weight() +[[ + anno::noinline() +]] +{ + return 0.5f; +} + +color get_subsurface_color(color subsurface_color) +[[ + anno::noinline() +]] +{ + return subsurface_color; +} + +float get_subsurface_opacity(float subsurface_opacity) +[[ + anno::noinline() +]] +{ + return subsurface_opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Subsurface( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 subsurface_color = float3(1.0, 1.0, 1.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false +) +[[ + anno::display_name("Omni UE4 Subsurface"), + anno::description("Omni UE4 Subsurface, supports UE4 Subsurface shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "subsurface")), + distill_off() +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float3 final_normal = math::normalize(normal); + color final_subsurface_color = math::saturate(subsurface_color); + float final_opacity = math::saturate(opacity); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + bsdf reflection_component = df::diffuse_reflection_bsdf(tint: final_base_color); + bsdf subsurface_reflection_component = df::diffuse_reflection_bsdf(tint: get_subsurface_color(subsurface_color: final_subsurface_color)); + bsdf transmit_component = df::diffuse_transmission_bsdf(tint: get_subsurface_color(subsurface_color: final_subsurface_color)); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: reflection_component, + weight: 1.0f - get_subsurface_weight()), + df::bsdf_component( + component: subsurface_reflection_component, + weight: get_subsurface_opacity(subsurface_opacity: final_opacity) * get_subsurface_weight()), + df::bsdf_component( + component: transmit_component, + weight: (1.0 - get_subsurface_opacity(subsurface_opacity: final_opacity)) * get_subsurface_weight()) + ) + ) + ); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + float3 the_normal = is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf surface = dielectric_metal_mix; + +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/kujiale_0004/Materials/OmniUe4Translucent.mdl b/kujiale_0004/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..483a83004b8f7d5bf820a7905d06ea2d7d5894af --- /dev/null +++ b/kujiale_0004/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/kujiale_0004/Materials/T_5f0d8e6ed849e100010ee906_emission_Mat.mdl b/kujiale_0004/Materials/T_5f0d8e6ed849e100010ee906_emission_Mat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f5d5eefc9eae61f3a3f91929c7d41e9dc2868ac2 --- /dev/null +++ b/kujiale_0004/Materials/T_5f0d8e6ed849e100010ee906_emission_Mat.mdl @@ -0,0 +1,54 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material T_5f0d8e6ed849e100010ee906_emission_Mat( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float4 Local0 = tex::lookup_float4(texture_2d("./Textures/T_5f0d8e6ed849e100010ee906_emission.png",::tex::gamma_srgb),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local1 = (float3(Local0.x,Local0.y,Local0.z) * 2.0); + + float3 EmissiveColor_mdl = Local1; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local0.x,Local0.y,Local0.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = 0.5; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0004/Materials/Textures/22.png b/kujiale_0004/Materials/Textures/22.png new file mode 100644 index 0000000000000000000000000000000000000000..b36a835cd639540be08957a46041580c54cec575 --- 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0000000000000000000000000000000000000000..5d9615dddd55df999224776e511d403bec51921e --- /dev/null +++ b/kujiale_0004/Materials/Textures/T_Normal.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:4a2d007d836f394f3c527d96d610aa2409e6d44d674a8c1d30388297abe6eee4 +size 111 diff --git a/kujiale_0004/Materials/Textures/leather01.jpeg b/kujiale_0004/Materials/Textures/leather01.jpeg new file mode 100644 index 0000000000000000000000000000000000000000..b37e1d1b782a1445b36dc3f2cd86d143e1bbb048 --- /dev/null +++ b/kujiale_0004/Materials/Textures/leather01.jpeg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:e54e569b53226a91cb99577d2792ce26ca5395c548ffc3c982ca2b1e95362ac2 +size 988609 diff --git a/kujiale_0004/Materials/WorldGridMaterial.mdl b/kujiale_0004/Materials/WorldGridMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..1374299f552cc467f093777626b92f4faa277cc4 --- /dev/null +++ b/kujiale_0004/Materials/WorldGridMaterial.mdl @@ -0,0 +1,77 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float Local19 = math::lerp(0.0,0.5,Local12.y); + float Local20 = math::lerp(0.7,1.0,Local9.y); + float Local21 = math::lerp(Local20,1.0,0.0); + float Local22 = (Local21 * 1.0); + float Local23 = (Local19 + Local22); + float Local24 = math::min(math::max(Local23,0.0),1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local18,Local18,Local18); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Local24; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0004/Materials/boli.mdl b/kujiale_0004/Materials/boli.mdl new file mode 100644 index 0000000000000000000000000000000000000000..c5d2ef71d2125d305c8f30d48b49c4bedb2f1295 --- /dev/null +++ b/kujiale_0004/Materials/boli.mdl @@ -0,0 +1,78 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material boli( + float4 GeneratedName_26377 = float4(0.008078,0.041667,0.023266,0.0) + [[ + anno::display_name("基础颜色"), + anno::ui_order(32) + ]], + float Metallic = 1.0 + [[ + anno::display_name("Metallic"), + anno::ui_order(32) + ]], + float GeneratedName_29777 = 1.0 + [[ + anno::display_name("高光度"), + anno::ui_order(32) + ]], + float GeneratedName_18017 = 0.01 + [[ + anno::display_name("粗糙度"), + anno::ui_order(32) + ]], + float GeneratedName_2663 = 1.5 + [[ + anno::display_name("不透明度"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float Local0 = ::fresnel(5.0, 0.15, ::pixel_normal_world_space(true)); + float Local1 = (Local0 * GeneratedName_2663); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float Opacity_mdl = Local1; + float OpacityMask_mdl = (math::saturate(Local1) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = float3(GeneratedName_26377.x,GeneratedName_26377.y,GeneratedName_26377.z); + float Metallic_mdl = Metallic; + float Specular_mdl = GeneratedName_29777; + float Roughness_mdl = GeneratedName_18017; + float3 Refraction_mdl = math::max(float3(1.0,0.0,0.0), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0004/Materials/rongbu1.mdl b/kujiale_0004/Materials/rongbu1.mdl new file mode 100644 index 0000000000000000000000000000000000000000..760fdb3e75493d1fcf299ce60a93643e2fce6638 --- /dev/null +++ b/kujiale_0004/Materials/rongbu1.mdl @@ -0,0 +1,79 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Subsurface import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material rongbu1( + float normal = 1.0 + [[ + anno::display_name("normal"), + anno::ui_order(32) + ]], + float GeneratedName_26780 = 0.0 + [[ + anno::display_name("高光度"), + anno::ui_order(32) + ]], + float GeneratedName_17050 = 0.2 + [[ + anno::display_name("粗糙度"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) +[[ + distill_off() +]] + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float4 Local0 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/22.png",::tex::gamma_linear),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local1 = (float3(Local0.x,Local0.y,Local0.z) * normal); + + float3 Normal_mdl = Local1; + + float4 Local2 = tex::lookup_float4(texture_2d("./Textures/3d66Mat-13918078-maps-3.png",::tex::gamma_srgb),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat); + float4 Local3 = tex::lookup_float4(texture_2d("./Textures/3d66Mat-10966853-maps-2.png",::tex::gamma_srgb),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local4 = (float3(Local3.x,Local3.y,Local3.z) * GeneratedName_17050); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float Opacity_mdl = 1.0; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local2.x,Local2.y,Local2.z); + float Metallic_mdl = 0.0; + float Specular_mdl = GeneratedName_26780; + float Roughness_mdl = Local4.x; + float3 SubsurfaceColor_mdl = 0; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Subsurface( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + opacity_mask: OpacityMask_mdl, + subsurface_color: SubsurfaceColor_mdl, + two_sided: false); diff --git a/kujiale_0004/Materials/rongbu2.mdl b/kujiale_0004/Materials/rongbu2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..79dd5e89020d7559493ff81b6e8f7ca767d93c5d --- /dev/null +++ b/kujiale_0004/Materials/rongbu2.mdl @@ -0,0 +1,79 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Subsurface import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material rongbu2( + float normal = 1.0 + [[ + anno::display_name("normal"), + anno::ui_order(32) + ]], + float GeneratedName_4630 = 0.0 + [[ + anno::display_name("高光度"), + anno::ui_order(32) + ]], + float GeneratedName_11155 = 0.2 + [[ + anno::display_name("粗糙度"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) +[[ + distill_off() +]] + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float4 Local0 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/22.png",::tex::gamma_linear),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local1 = (float3(Local0.x,Local0.y,Local0.z) * normal); + + float3 Normal_mdl = Local1; + + float4 Local2 = tex::lookup_float4(texture_2d("./Textures/3d66Mat-13918103-maps-5.png",::tex::gamma_srgb),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat); + float4 Local3 = tex::lookup_float4(texture_2d("./Textures/3d66Mat-10966853-maps-2.png",::tex::gamma_srgb),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local4 = (float3(Local3.x,Local3.y,Local3.z) * GeneratedName_11155); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float Opacity_mdl = 1.0; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local2.x,Local2.y,Local2.z); + float Metallic_mdl = 0.0; + float Specular_mdl = GeneratedName_4630; + float Roughness_mdl = Local4.x; + float3 SubsurfaceColor_mdl = 0; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Subsurface( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + opacity_mask: OpacityMask_mdl, + subsurface_color: SubsurfaceColor_mdl, + two_sided: false); diff --git a/kujiale_0004/Materials/rongbu3.mdl b/kujiale_0004/Materials/rongbu3.mdl new file mode 100644 index 0000000000000000000000000000000000000000..edef72679d40bd4c6a194a134595585b59d6e44c --- /dev/null +++ b/kujiale_0004/Materials/rongbu3.mdl @@ -0,0 +1,80 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Subsurface import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material rongbu3( + float normal = 1.0 + [[ + anno::display_name("normal"), + anno::ui_order(32) + ]], + float GeneratedName_21528 = 0.0 + [[ + anno::display_name("高光度"), + anno::ui_order(32) + ]], + float GeneratedName_4743 = 0.2 + [[ + anno::display_name("粗糙度"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) +[[ + distill_off() +]] + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl * 5.0); + float4 Local1 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/22.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local2 = (float3(Local1.x,Local1.y,Local1.z) * normal); + + float3 Normal_mdl = Local2; + + float4 Local3 = tex::lookup_float4(texture_2d("./Textures/3d66Mat-13918103-maps-4.png",::tex::gamma_srgb),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float4 Local4 = tex::lookup_float4(texture_2d("./Textures/3d66Mat-10966853-maps-2.png",::tex::gamma_srgb),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local5 = (float3(Local4.x,Local4.y,Local4.z) * GeneratedName_4743); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float Opacity_mdl = 1.0; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local3.x,Local3.y,Local3.z); + float Metallic_mdl = 0.0; + float Specular_mdl = GeneratedName_21528; + float Roughness_mdl = Local5.x; + float3 SubsurfaceColor_mdl = 0; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Subsurface( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + opacity_mask: OpacityMask_mdl, + subsurface_color: SubsurfaceColor_mdl, + two_sided: false); diff --git a/kujiale_0004/Materials/rongbu_Inst.mdl b/kujiale_0004/Materials/rongbu_Inst.mdl new file mode 100644 index 0000000000000000000000000000000000000000..0435881fc38e97f2aad535aa31d3ebd2bb244b85 --- /dev/null +++ b/kujiale_0004/Materials/rongbu_Inst.mdl @@ -0,0 +1,80 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Subsurface import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material rongbu_Inst( + float normal = 1.0 + [[ + anno::display_name("normal"), + anno::ui_order(32) + ]], + float GeneratedName_27033 = 0.0 + [[ + anno::display_name("高光度"), + anno::ui_order(32) + ]], + float GeneratedName_16225 = 0.2 + [[ + anno::display_name("粗糙度"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) +[[ + distill_off() +]] + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl * float2(0.5,1.0)); + float4 Local1 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/22.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local2 = (float3(Local1.x,Local1.y,Local1.z) * normal); + + float3 Normal_mdl = Local2; + + float4 Local3 = tex::lookup_float4(texture_2d("./Textures/3d66Mat-13918103-maps-4.png",::tex::gamma_srgb),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float4 Local4 = tex::lookup_float4(texture_2d("./Textures/3d66Mat-10966853-maps-2.png",::tex::gamma_srgb),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local5 = (float3(Local4.x,Local4.y,Local4.z) * GeneratedName_16225); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float Opacity_mdl = 1.0; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local3.x,Local3.y,Local3.z); + float Metallic_mdl = 0.0; + float Specular_mdl = GeneratedName_27033; + float Roughness_mdl = Local5.x; + float3 SubsurfaceColor_mdl = 0; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Subsurface( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + opacity_mask: OpacityMask_mdl, + subsurface_color: SubsurfaceColor_mdl, + two_sided: false); diff --git a/kujiale_0004/Meshes/basin_0000.usd b/kujiale_0004/Meshes/basin_0000.usd new file mode 100644 index 0000000000000000000000000000000000000000..a773405180e48d6896ab411cd5607495b618d082 --- /dev/null +++ b/kujiale_0004/Meshes/basin_0000.usd @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:dc561ed8922132f856311b5260afd7420a934dda3ce9c5852b3a2536e118ac5c +size 152473 diff --git a/kujiale_0004/Meshes/basin_0001.usd b/kujiale_0004/Meshes/basin_0001.usd new file mode 100644 index 0000000000000000000000000000000000000000..b0ec0e3ce452143e2fb551c7e05f0ea6139cc3b2 --- 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0000000000000000000000000000000000000000..730c45ec06b7a16bceaf3b3bd448fa2d038b6e5e --- /dev/null +++ b/kujiale_0004/buikslotermeerplein_4k.hdr @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:ba3518afa6ca42f3b5c88a97523e96255d09cc9b38dbb2f1ec2ea1e3b05b529e +size 25738136 diff --git a/kujiale_0004/kujiale_0004.usda b/kujiale_0004/kujiale_0004.usda new file mode 100644 index 0000000000000000000000000000000000000000..c195dd968c68ea33624f380fb0475d55489b0e64 --- /dev/null +++ b/kujiale_0004/kujiale_0004.usda @@ -0,0 +1,4324 @@ +#usda 1.0 +( + customLayerData = { + dictionary cameraSettings = { + dictionary Front = { + double3 position = (500, 0, 0) + double radius = 5 + } + dictionary Perspective = { + double3 position = (-2.0314854652311336, -1.007856606084668, 1.2133789432249493) + double3 target = (-1.1022373309384972, -0.9489753834904113, 1.1902551986084315) + } + dictionary Right = { + double3 position = (0, -500, 0) + double radius = 5 + } + dictionary Top = { + double3 position = (0, 0, 500) + double radius = 5 + } + string boundCamera = "/OmniverseKit_Persp" + } + dictionary omni_layer = { + string authoring_layer = "./kujiale_0004.usda" + } + dictionary renderSettings = { + bool "rtx:post:histogram:enabled" = 1 + double "rtx:post:histogram:maxEV" = 131072000 + double "rtx:post:histogram:minEV" = 0.1220703125 + double "rtx:post:histogram:tau" = 2 + double "rtx:post:histogram:whiteScale" = 4.352752685546875 + double "rtx:post:tonemap:cm2Factor" = 0.9999999776482582 + double "rtx:post:tonemap:filmIso" = 150 + double "rtx:reflections:maxRoughness" = 1 + } + } + defaultPrim = "Root" + metersPerUnit = 1 + upAxis = "Z" +) + +def Xform "Root" +{ + def Scope "Meshes" + { + def Scope "kitchen_768297" + { + def Xform "bathroom_product_0000" ( + prepend references = @./Meshes/bathroom_product_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.9791406879424334, 1.5912770075363392, 1.0628890781414726) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "door_handle_0000" ( + prepend references = @./Meshes/door_handle_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.050476905822767, 1.3766166019439572, 1.5877241003128506) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0000" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "range_hood_0000" ( + prepend references = @./Meshes/range_hood_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.000474975586249, 1.494665008540494, 1.820913879386412) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0000" ( + prepend references = @./Meshes/kitchenware_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.545092098237746, 1.6630960950483882, 0.9421720390428112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0001" ( + prepend references = @./Meshes/kitchenware_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.617530065538111, 1.6630963192002548, 0.9390567474364832) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0002" ( + prepend references = @./Meshes/kitchenware_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.6866401042543844, 1.469493591198118, 0.9447819137012132) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0003" ( + prepend references = @./Meshes/kitchenware_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.050476669311519, 1.4846159820557217, 0.8235747718808547) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0004" ( + prepend references = @./Meshes/kitchenware_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.094768524169922, 0.5620127487182617, 0.8855366838459857) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0005" ( + prepend references = @./Meshes/kitchenware_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.092976531982422, 0.5687805938720704, 0.8770413033900213) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0006" ( + prepend references = @./Meshes/kitchenware_0006.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.0942405700683593, 0.5657526397705078, 0.8820329301537764) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0009" ( + prepend references = @./Meshes/cabinet_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.872976009183594, 0.9321159087617187, 0.3849994909378584) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0012" ( + prepend references = @./Meshes/cabinet_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.8453215807031254, 0.9096130325550535, 1.949999429902702) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0001_1115" ( + prepend references = @./Meshes/ceiling_light_0001_1115.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.9459741200000003, 0.7306152299999996, 2.3130597880917976) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0007" ( + prepend references = @./Meshes/ornament_0007.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.254131011962891, 0.8295861053466798, 0.9509014854484586) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0008" ( + prepend references = @./Meshes/ornament_0008.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.2972251892089846, 0.8223739624023437, 0.8891847171882331) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0009" ( + prepend references = @./Meshes/ornament_0009.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.3215711975097655, 0.80951904296875, 0.9359865989715124) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0010" ( + prepend references = @./Meshes/ornament_0010.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.197223815917969, 0.8894010925292969, 0.9043086299906166) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0011" ( + prepend references = @./Meshes/ornament_0011.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.3267202758789063, 0.8121382904052734, 0.8854470148088619) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0012" ( + prepend references = @./Meshes/ornament_0012.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.196371612548828, 0.8343699645996094, 0.8510409822569619) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0013" ( + prepend references = @./Meshes/ornament_0013.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.3255960083007814, 0.7548635864257812, 0.8500405979189751) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0014" ( + prepend references = @./Meshes/ornament_0014.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.1878701782226564, 0.7750650787353516, 0.8518238086714321) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0015" ( + prepend references = @./Meshes/ornament_0015.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.2767779541015627, 0.8748612976074219, 0.851393744465513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0016" ( + prepend references = @./Meshes/ornament_0016.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.3323602294921875, 0.8815423583984375, 0.8783066740059297) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0017" ( + prepend references = @./Meshes/ornament_0017.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.254319305419922, 0.8377940368652343, 0.8571778650304935) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0018" ( + prepend references = @./Meshes/ornament_0018.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.311090545654297, 0.8669063568115235, 0.924165369984752) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0019" ( + prepend references = @./Meshes/ornament_0019.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.3001110839843752, 0.7606114959716797, 0.9003060836740414) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0020" ( + prepend references = @./Meshes/ornament_0020.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.324436950683594, 0.841927261352539, 0.8497503099463609) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0021" ( + prepend references = @./Meshes/ornament_0021.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.235874938964844, 0.7585088348388672, 0.8718977718436212) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0022" ( + prepend references = @./Meshes/ornament_0022.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.2175047302246096, 0.8877184295654297, 0.8571345891942765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0023" ( + prepend references = @./Meshes/ornament_0023.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.2718577575683594, 0.7810540771484376, 0.8478053703319006) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0024" ( + prepend references = @./Meshes/ornament_0024.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.1930825805664065, 0.8598559570312501, 0.9435238027516973) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0025" ( + prepend references = @./Meshes/ornament_0025.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.239705047607422, 0.8876542663574218, 0.9476047744704985) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0026" ( + prepend references = @./Meshes/ornament_0026.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.2546817016601564, 0.7860115814208984, 0.9191556520439118) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0027" ( + prepend references = @./Meshes/ornament_0027.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.2796693420410157, 0.7570702362060547, 0.9493144540716969) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0028" ( + prepend references = @./Meshes/ornament_0028.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.191222686767578, 0.7650337219238281, 0.9027068204786265) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0029" ( + prepend references = @./Meshes/ornament_0029.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.221468048095703, 0.8367227935791016, 0.9061579370474571) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0030" ( + prepend references = @./Meshes/ornament_0030.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.258417663574219, 0.8792116546630859, 0.9025479946123598) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0031" ( + prepend references = @./Meshes/ornament_0031.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.1922846984863282, 0.8069280242919922, 0.9313956365560099) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0000" ( + prepend references = @./Meshes/storage_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.09448779299061, 1.4530750885810233, 0.9292074110048819) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0001" ( + prepend references = @./Meshes/storage_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.2601507568359374, 0.8208315277099609, 0.9079883193986492) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0000" ( + prepend references = @./Meshes/bowl_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.714258419010863, 1.544838729888171, 0.895724449811186) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0001" ( + prepend references = @./Meshes/bowl_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.592464153299897, 1.5175761814130442, 0.8750805644940262) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0002" ( + prepend references = @./Meshes/bowl_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.457594177225756, 1.290372875301666, 0.8981067971281672) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0003" ( + prepend references = @./Meshes/bowl_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.454477668749795, 1.2937551917381498, 0.8806313935163189) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0004" ( + prepend references = @./Meshes/bowl_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.454741756438704, 1.2934722022580323, 0.8598851464610578) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0005" ( + prepend references = @./Meshes/bowl_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.454414463044133, 1.2938264007190525, 0.9174914150693415) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0000" ( + prepend references = @./Meshes/tray_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.675433330535888, 1.3803923034667969, 0.8242742166542368) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0001" ( + prepend references = @./Meshes/tray_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.501366706848142, 1.3616492538456777, 0.827295552451202) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spoon_0000" ( + prepend references = @./Meshes/spoon_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.429429992653659, 1.3354633788846422, 0.93741769218991) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cookware_0000" ( + prepend references = @./Meshes/cookware_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.2375538559001455, 1.6291498031956275, 0.8942820189230768) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bathroom_765775" + { + def Xform "bathroom_product_0001" ( + prepend references = @./Meshes/bathroom_product_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.0965, 1, 1.0124) + double3 xformOp:translate = (0.6070697021484375, -6.5840673828125, 0.9225639903641961) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0003" ( + prepend references = @./Meshes/bathroom_product_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.426319580078125, -5.3449365234375, 1.346237487210542) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0000" ( + prepend references = @./Meshes/cabinet_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.0965, 1, 1.0124) + double3 xformOp:translate = (0.60499267578125, -6.5840966796875, 1.494656699689009) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0001" ( + prepend references = @./Meshes/cabinet_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.0965, 1, 1.0124) + double3 xformOp:translate = (0.6095562744140625, -6.447109375, 0.4228997253708735) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "basin_0000" ( + prepend references = @./Meshes/basin_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.0965, 1, 1.0124) + double3 xformOp:translate = (0.606990966796875, -6.438950195312501, 0.8012075611498459) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "hardware_decoration_0004" ( + prepend references = @./Meshes/hardware_decoration_0004.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (0.9627112, 1.1044585, 0.9931236) + double3 xformOp:translate = (-0.5037374114990234, -6.715128173828125, 0.6094188879608837) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0001" ( + prepend references = @./Meshes/shelf_0001.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (0.64399093, 0.56487346, 0.7667652) + double3 xformOp:translate = (-1.0454689788818359, -6.673458862304687, 1.5090263870566503) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "closestool_0001" ( + prepend references = @./Meshes/closestool_0001.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (0.9627112, 1.1044585, 0.9931236) + double3 xformOp:translate = (-0.4873760986328125, -6.480098266601563, 0.1668591407406825) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bathroom_763004" + { + def Xform "bathroom_product_0002" ( + prepend references = @./Meshes/bathroom_product_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.7411132812500005, 2.1825341796875, 1.267884215726167) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0004" ( + prepend references = @./Meshes/bathroom_product_0004.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 0.96510184, 1) + double3 xformOp:translate = (-2.6795916748046875, 2.096026611328125, 0.8929646223874493) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0005" ( + prepend references = @./Meshes/bathroom_product_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.048804931640625, 2.175009460449219, 0.00316795742384281) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0006" ( + prepend references = @./Meshes/bathroom_product_0006.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (-1.2706, 1.2658, 1.0114) + double3 xformOp:translate = (-5.608965644492169, 2.8562434528845357, 1.0619541165225668) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0004" ( + prepend references = @./Meshes/cabinet_0004.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 0.96510184, 1) + double3 xformOp:translate = (-2.9803875732421874, 2.2250184631347656, 0.49999997711181665) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "basin_0001" ( + prepend references = @./Meshes/basin_0001.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 0.96510184, 1) + double3 xformOp:translate = (-2.6795693969726564, 2.2692021179199218, 0.7123979034461104) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "hardware_decoration_0003" ( + prepend references = @./Meshes/hardware_decoration_0003.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (0.9627112, 1.1044585, 0.9931236) + double3 xformOp:translate = (-4.539816284179688, 1.9635955810546875, 0.6094188879608837) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0002_1116" ( + prepend references = @./Meshes/ceiling_light_0002_1116.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.9459741200000003, 2.85061523, 2.363059788091797) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "mirror_0001" ( + prepend references = @./Meshes/mirror_0001.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 0.96510184, 1) + double3 xformOp:translate = (-2.6795639038085937, 1.9929826354980469, 1.499999572750494) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0000" ( + prepend references = @./Meshes/daily_equipment_0000.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 0.96510184, 1) + double3 xformOp:translate = (-3.225658264160156, 2.308354797363281, 0.3271936456329624) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0001" ( + prepend references = @./Meshes/daily_equipment_0001.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 0.96510184, 1) + double3 xformOp:translate = (-3.3317990112304687, 2.017253723144531, 1.454709877014901) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0002" ( + prepend references = @./Meshes/daily_equipment_0002.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 0.96510184, 1) + double3 xformOp:translate = (-2.5035028076171875, 2.4041571044921874, 0.36067538833657264) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0003" ( + prepend references = @./Meshes/daily_equipment_0003.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 0.96510184, 1) + double3 xformOp:translate = (-2.605532531738281, 2.4020635986328127, 0.36078409576604886) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0004" ( + prepend references = @./Meshes/daily_equipment_0004.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 0.96510184, 1) + double3 xformOp:translate = (-3.2357354736328126, 2.0172882080078125, 1.4546597671508776) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0005" ( + prepend references = @./Meshes/daily_equipment_0005.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 0.96510184, 1) + double3 xformOp:translate = (-3.602868347167969, 2.385181121826172, 0.5408833598988125) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0006" ( + prepend references = @./Meshes/daily_equipment_0006.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 0.96510184, 1) + double3 xformOp:translate = (-3.5104608154296875, 2.385181121826172, 0.5409003267188294) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0007" ( + prepend references = @./Meshes/daily_equipment_0007.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (-1.2706, 1.2658, 1.0114) + double3 xformOp:translate = (-5.019958771307186, 2.4154164040452866, 0.733535405462501) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0000" ( + prepend references = @./Meshes/shelf_0000.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 0.96510184, 1) + double3 xformOp:translate = (-3.4301654052734376, 2.0180517578125, 1.5000306243901005) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "closestool_0000" ( + prepend references = @./Meshes/closestool_0000.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (0.9627112, 1.1044585, 0.9931236) + double3 xformOp:translate = (-4.5234548950195315, 2.238625030517578, 0.1668591407406825) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "other" + { + def Xform "door_handle_0001" ( + prepend references = @./Meshes/door_handle_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.53177734375, 0.10760276794433594, 1.5065046234138422) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0001" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0002" ( + prepend references = @./Meshes/door_handle_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.5707763671875, 1.91235107421875, 1.5065046234138422) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0002" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0003" ( + prepend references = @./Meshes/door_handle_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.5707763671875, 1.97485107421875, 1.5065046234138422) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0003" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0004" ( + prepend references = @./Meshes/door_handle_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.53177734375, 3.77960205078125, 1.5065046234138422) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0004" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0005" ( + prepend references = @./Meshes/door_handle_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.182523915291044, 1.251116198542706, 1.506504114351693) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0005" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0006" ( + prepend references = @./Meshes/door_handle_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (7.2865229387285435, 1.290116442683331, 1.506504114351693) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0006" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0007" ( + prepend references = @./Meshes/door_handle_0007.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (7.49322265625, -2.436396484375, 1.5065046234138422) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0007" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0008" ( + prepend references = @./Meshes/door_handle_0008.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (7.4542236328125, -0.707647705078125, 1.5065046234138422) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0008" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0009" ( + prepend references = @./Meshes/door_handle_0009.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (7.4542236328125, -0.645147705078125, 1.5065046234138422) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0009" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0010" ( + prepend references = @./Meshes/door_handle_0010.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (7.49322265625, 1.083602294921875, 1.5065046234138422) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0010" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0011" ( + prepend references = @./Meshes/door_handle_0011.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.310776367187501, -2.7923974609375, 1.5065046234138422) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0011" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0012" ( + prepend references = @./Meshes/door_handle_0012.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.349775390625, -0.48839752197265623, 1.5065046234138422) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0012" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0013" ( + prepend references = @./Meshes/door_handle_0013.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.310776367187501, 4.0656005859375, 1.5065046234138422) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0013" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0014" ( + prepend references = @./Meshes/door_handle_0014.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.349775390625, 6.3696044921875, 1.5065046234138422) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0014" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0015" ( + prepend references = @./Meshes/door_handle_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.860521962166043, -2.5648835573166697, 1.506504114351693) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0015" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0016" ( + prepend references = @./Meshes/door_handle_0016.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (7.364520985603543, -2.525882092472919, 1.506504114351693) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0016" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0017" ( + prepend references = @./Meshes/door_handle_0017.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.310776367187501, -6.1743994140625, 1.5065046234138422) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0017" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0018" ( + prepend references = @./Meshes/door_handle_0018.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.349775390625, -3.8703955078125003, 1.5065046234138422) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0018" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "hardware_decoration_0000" ( + prepend references = @./Meshes/hardware_decoration_0000.usd@ + ) + { + quatf xformOp:orient = (0.7090853, -0, 0, -0.7051227) + float3 xformOp:scale = (-0.9630152, 1.0000156, 1.0684) + double3 xformOp:translate = (-1.79256591796875, -1.446676025390625, 1.1988633147450265) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "hardware_decoration_0001" ( + prepend references = @./Meshes/hardware_decoration_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-0.5829, 1, 1.0239) + double3 xformOp:translate = (-0.8914764404296875, -3.2423779296875, 1.1489105063736225) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "hardware_decoration_0002" ( + prepend references = @./Meshes/hardware_decoration_0002.usd@ + ) + { + quatf xformOp:orient = (0.70232034, -0, 0, 0.711861) + float3 xformOp:scale = (-1.0974997, 0.9999912, 1.0907) + double3 xformOp:translate = (6.046108546708166, -0.9966149223477264, 1.2238384452498214) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0000" ( + prepend references = @./Meshes/television_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.2666119, 1.0979805, 1.3433565) + double3 xformOp:translate = (-4.4195645141601565, -3.3423826151094254, 1.17068603515625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0000" ( + prepend references = @./Meshes/doorsill_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-6.2914743699999995, 0.5596165, 0.0049949093785835435) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0001" ( + prepend references = @./Meshes/doorsill_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.9504760700000006, -0.040383050000000004, 0.0049949093785835435) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0002" ( + prepend references = @./Meshes/doorsill_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.49952301, -4.49888379, 0.0049949093785835435) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0003" ( + prepend references = @./Meshes/doorsill_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.10047598, 5.9356157199999995, 0.0049949093785835435) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0004" ( + prepend references = @./Meshes/doorsill_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.8004762600000002, 4.51761621, 0.0049949093785835435) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0005" ( + prepend references = @./Meshes/doorsill_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.8004762600000002, 3.32761597, 0.0049949093785835435) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0006" ( + prepend references = @./Meshes/doorsill_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.7925709800000003, -1.4466750099999999, 0.000794909390504472) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0007" ( + prepend references = @./Meshes/doorsill_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.78247626, -3.84238245, 0.0049949093785835435) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0008" ( + prepend references = @./Meshes/doorsill_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.00047656, -3.84238245, 0.0049949093785835435) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0009" ( + prepend references = @./Meshes/doorsill_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (6.0461084000000005, -0.99661447, 0.000794909390504472) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "door_0000" ( + prepend references = @./Meshes/door_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.27342132, 0.5596169400000001, 1.0704994919378585) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0000" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0001" ( + prepend references = @./Meshes/door_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.10047653, 5.916593810000001, 1.1828831821871144) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0001" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0002" ( + prepend references = @./Meshes/door_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.8185296199999998, 3.3276160900000002, 1.0704994919378585) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0002" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0003" ( + prepend references = @./Meshes/door_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.02227345, -3.8423830500000005, 1.0779994919378586) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0003" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0004" ( + prepend references = @./Meshes/door_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.49952344, -4.5217015300000005, 1.0704994919378585) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0004" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0005" ( + prepend references = @./Meshes/door_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.95047668, -0.040383060000000005, 1.0559993639378584) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0005" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "physics_constraint_0003" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + + over "group_0003" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0006" ( + prepend references = @./Meshes/door_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.80772664, -3.84238312, 1.0779994919378586) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0006" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0007" ( + prepend references = @./Meshes/door_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.8232265200000002, 4.51761585, 1.0779994919378586) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0007" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "window_0000" ( + prepend references = @./Meshes/window_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.29002356, -5.04238403, 1.522) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0001" ( + prepend references = @./Meshes/window_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.37043041000000004, -6.96079987, 1.500000000000001) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0002" ( + prepend references = @./Meshes/window_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.33297587, 2.85961594, 1.500000000000001) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0003" ( + prepend references = @./Meshes/window_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.901975220000001, 3.94717227, 1.500000000000001) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0004" ( + prepend references = @./Meshes/window_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.90197461, -0.07879867, 1.500000000000001) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0005" ( + prepend references = @./Meshes/window_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.569974610000001, 1.94361646, 1.500413700289062) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0006" ( + prepend references = @./Meshes/window_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.73452344, 1.28911597, 1.500413700289062) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0007" ( + prepend references = @./Meshes/window_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (7.45502393, -0.6763835400000001, 1.500413700289062) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0008" ( + prepend references = @./Meshes/window_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.34897461, -1.64038306, 1.500413700289062) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0009" ( + prepend references = @./Meshes/window_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.348974849999999, 5.21761621, 1.500413700289062) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0010" ( + prepend references = @./Meshes/window_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (7.11252344, -2.5268830600000003, 1.500413700289062) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0011" ( + prepend references = @./Meshes/window_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.34897461, -5.02238379, 1.500413700289062) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "studyroom_763003" + { + def Xform "vase_0000" ( + prepend references = @./Meshes/vase_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.3427, 0.3427, 0.3427) + double3 xformOp:translate = (-3.266655307427216, 6.672999061100595, 1.4616541547806856) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "vase_0000" + { + over "mesh_0001" + { + over "SM_Clutter_0007_Part_0000_21" + { + quatf xformOp:orient = (1, 0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0, 0, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + } + } + + def Xform "cabinet_0010" ( + prepend references = @./Meshes/cabinet_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.0459753402968754, 5.420615606015627, 0.9999994909378583) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0012" ( + prepend references = @./Meshes/curtain_0012.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.9143661, 1.0142034, 0.75420666) + double3 xformOp:translate = (-6.112592163085938, 4.383375549316407, 1.913449280177374) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0015" ( + prepend references = @./Meshes/curtain_0015.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (-0.97356766, 0.92633957, 0.8464143) + double3 xformOp:translate = (-6.095438117266359, 5.737313171348783, 1.9042278353139859) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0016" ( + prepend references = @./Meshes/curtain_0016.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (-0.97356766, 0.92633957, 0.8464143) + double3 xformOp:translate = (-6.176681665188389, 5.864268412492115, 1.9380947078868935) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0000" ( + prepend references = @./Meshes/ceiling_light_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.9459741210937502, 5.130615234375, 2.4750584030169165) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0004" ( + prepend references = @./Meshes/pillow_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0116105, 0.9592587, 0.7893069) + double3 xformOp:translate = (-4.698025347289436, 5.85384275851462, 0.7704011034454927) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0005" ( + prepend references = @./Meshes/pillow_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0116105, 0.9592587, 0.7893069) + double3 xformOp:translate = (-5.544112869463293, 5.864844248628319, 0.7661171875800759) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0001" ( + prepend references = @./Meshes/bed_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0116105, 0.9592587, 0.7893069) + double3 xformOp:translate = (-5.139537570352204, 5.095358956948244, 0.620761385526952) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0000" ( + prepend references = @./Meshes/painting_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.4664599609375, 4.0288720703125005, 1.9087951660156248) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0001" ( + prepend references = @./Meshes/painting_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.9261279296875005, 4.0288720703125005, 1.9087951660156248) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0002" ( + prepend references = @./Meshes/painting_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.2004833984375, 4.0288720703125005, 1.278408203125) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0003" ( + prepend references = @./Meshes/painting_0003.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.6601513671875, 4.0288720703125005, 1.278408203125) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0004" ( + prepend references = @./Meshes/painting_0004.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.38104736328125, 4.0288720703125005, 1.9087951660156248) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "clock_0000" ( + prepend references = @./Meshes/clock_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.695127349877714, 6.474147102313197, 0.6204957642446998) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "office_supply_0000" ( + prepend references = @./Meshes/office_supply_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 0.941) + double3 xformOp:translate = (-3.5507006301800206, 6.545029586734371, 0.8992234199323869) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "office_supply_0000" + { + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (0.0010000000474974513, 0.0010000000474974513, 0.0010000000474974513) + double3 xformOp:translate = (0, 0, -0.37451459163976775) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + + def Xform "office_supply_0001" ( + prepend references = @./Meshes/office_supply_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.091658607478599, 6.553851882899436, 0.7251029886462468) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0000" ( + prepend references = @./Meshes/book_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.020644578933753, 6.631134685516604, 0.6676380582981704) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0001" ( + prepend references = @./Meshes/book_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.005102691650393, 6.63522179412874, 0.6477940505678825) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0002" ( + prepend references = @./Meshes/book_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.016447925567629, 6.661429191589698, 0.6381666852171549) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0003" ( + prepend references = @./Meshes/book_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.0048832321167054, 6.651975296020911, 0.6219076300795223) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0004" ( + prepend references = @./Meshes/book_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.017249187469529, 6.663676788330515, 0.5990604506666639) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0005" ( + prepend references = @./Meshes/book_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.0104772949218934, 6.625704566955951, 0.5813141575987633) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0006" ( + prepend references = @./Meshes/book_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.0133187294006474, 6.6580669250492, 0.567315564506796) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0007" ( + prepend references = @./Meshes/book_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.029773078918459, 6.635948867798094, 0.555966467850938) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0000" ( + prepend references = @./Meshes/ornament_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.4769278, 0.6666049, 0.99750525) + double3 xformOp:translate = (-2.907090877091441, 6.68580782096592, 1.5078330349579414) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "ornament_0000" + { + over "mesh_0001" + { + over "SM_Clutter_0001_Part_0000_361" + { + quatf xformOp:orient = (1, 0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0, 0, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + } + } + + def Xform "throw_pillow_0000" ( + prepend references = @./Meshes/throw_pillow_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0116105, 0.9592587, 0.7893069) + double3 xformOp:translate = (-4.664953456573251, 5.929886641588562, 0.6807046940435398) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0001" ( + prepend references = @./Meshes/throw_pillow_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0116105, 0.9592587, 0.7893069) + double3 xformOp:translate = (-5.601960209118363, 5.952391959135875, 0.6805051054208726) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0006" ( + prepend references = @./Meshes/chair_0006.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.5037124633789065, 5.896915283203125, 0.5163101509608907) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "livingroom_763001" + { + def Xform "vase_0001" ( + prepend references = @./Meshes/vase_0001.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.6068998535334805, -2.8414486694336, 0.34546686096727913) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0002" ( + prepend references = @./Meshes/vase_0002.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.4238085318575178, -2.849274630443499, 0.5501352061031582) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0010" ( + prepend references = @./Meshes/vase_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5284001, 1.5284001, 1.5284001) + double3 xformOp:translate = (0.33480328203001875, 0.7714816858099716, 0.6477249049075533) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0003" ( + prepend references = @./Meshes/cabinet_0003.usd@ + ) + { + quatf xformOp:orient = (-1.3315805e-7, -0, 0, -1) + float3 xformOp:scale = (-1.1349702, 0.87922686, 0.8568381) + double3 xformOp:translate = (3.4878268432617188, -2.890880126953125, 0.2422223169314452) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0005" ( + prepend references = @./Meshes/cabinet_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.0826, 1, 0.9362) + double3 xformOp:translate = (5.373242797851563, 1.0088839721679688, 1.100000040941668) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0002" ( + prepend references = @./Meshes/bedding_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (1.086473388671875, -1.3110302734375001, 0.29065876778070227) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0008" ( + prepend references = @./Meshes/pillow_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.054763748181, 0.7114699706556894, 0.5332904483013947) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0009" ( + prepend references = @./Meshes/pillow_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.049775115962823, 0.7165814589493522, 0.5447749633776044) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0010" ( + prepend references = @./Meshes/pillow_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.184174179062187, 0.7062734984569556, 0.5574342041268999) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0011" ( + prepend references = @./Meshes/pillow_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.374359275773836, 0.1157539939718049, 0.47099743865897503) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0018" ( + prepend references = @./Meshes/chandelier_0018.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.018434478272268, -0.9803840339313229, 1.8049705128250673) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_decoration_0001" ( + prepend references = @./Meshes/wall_decoration_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.8466, 0.8466, 0.8466) + double3 xformOp:translate = (2.877218078589676, 1.1315961441900617, 1.5687784067051234) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0000" ( + prepend references = @./Meshes/sofa_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (1.2823242187500001, -1.2823828125, 0.23672005489880976) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0001" ( + prepend references = @./Meshes/sofa_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.762039427991058, 0.15192102281420602, 0.3940971453890154) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0008" ( + prepend references = @./Meshes/book_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.99921143, 0.99921143, 0.6041641) + double3 xformOp:translate = (2.8030005714164683, -1.411826916594265, 0.23789933628063503) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0009" ( + prepend references = @./Meshes/book_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.99921143, 0.99921143, 0.6041641) + double3 xformOp:translate = (2.796403702107101, -1.4052341207556323, 0.22499659072787107) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0010" ( + prepend references = @./Meshes/book_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.99921143, 0.99921143, 0.6041641) + double3 xformOp:translate = (2.810070954692703, -1.418886328299218, 0.2523991391688885) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0011" ( + prepend references = @./Meshes/book_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.99921143, 0.99921143, 0.6041641) + double3 xformOp:translate = (2.813561706542969, -0.7849874729673456, 0.23060230951405203) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0012" ( + prepend references = @./Meshes/book_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.277968444824219, -0.3829534835713014, 0.41599947567991435) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0013" ( + prepend references = @./Meshes/book_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.259054565429688, -0.3609184799060756, 0.3959994937992844) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0014" ( + prepend references = @./Meshes/book_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.285614929199219, -0.41963349151931995, 0.43599948235494973) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0015" ( + prepend references = @./Meshes/book_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.0826, 1, 0.9362) + double3 xformOp:translate = (4.884132385253906, 1.019486770629883, 1.7967584497016171) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_light_0001" ( + prepend references = @./Meshes/wall_light_0001.usd@ + ) + { + quatf xformOp:orient = (-1.3315805e-7, -0, 0, -1) + float3 xformOp:scale = (-1.1349702, 0.87922686, 0.8568381) + double3 xformOp:translate = (5.548421020507813, -3.0215438842773437, 1.777066046450844) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_light_0002" ( + prepend references = @./Meshes/wall_light_0002.usd@ + ) + { + quatf xformOp:orient = (-1.3315805e-7, -0, 0, -1) + float3 xformOp:scale = (-1.1349702, 0.87922686, 0.8568381) + double3 xformOp:translate = (1.5463317871093751, -3.0252001953125003, 1.7770660216976328) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0001" ( + prepend references = @./Meshes/ornament_0001.usd@ + ) + { + quatf xformOp:orient = (-1.3315805e-7, -0, 0, -1) + float3 xformOp:scale = (-1.1349702, 0.87922686, 0.8568381) + double3 xformOp:translate = (4.3370012258093675, -2.8458786010742188, 0.649481628323165) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0003" ( + prepend references = @./Meshes/ornament_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.99921143, 0.99921143, 0.6041641) + double3 xformOp:translate = (2.372783660888672, -1.177372223958375, 0.3094245825460701) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0004" ( + prepend references = @./Meshes/ornament_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.99921143, 0.99921143, 0.6041641) + double3 xformOp:translate = (3.0821811959301746, -1.175112686167787, 0.258845102580099) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0005" ( + prepend references = @./Meshes/ornament_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.99921143, 0.99921143, 0.6041641) + double3 xformOp:translate = (2.519929962158203, -1.2587385715846824, 0.2910447099291532) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0006" ( + prepend references = @./Meshes/ornament_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.99921143, 0.99921143, 0.6041641) + double3 xformOp:translate = (2.631716767605915, -1.0033841254763065, 0.27578615346845603) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0032" ( + prepend references = @./Meshes/ornament_0032.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.0826, 1, 0.9362) + double3 xformOp:translate = (4.9262548828125, 1.0420630645751954, 1.0153494310259545) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0033" ( + prepend references = @./Meshes/ornament_0033.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.0826, 1, 0.9362) + double3 xformOp:translate = (5.7391687011718755, 0.9873674774169922, 1.4056385887721627) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0034" ( + prepend references = @./Meshes/ornament_0034.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.0826, 1, 0.9362) + double3 xformOp:translate = (5.451376953125, 0.9872483825683595, 0.9949755053038644) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "electric_appliance_0000" ( + prepend references = @./Meshes/electric_appliance_0000.usd@ + ) + { + quatf xformOp:orient = (-1.3315805e-7, -0, 0, -1) + float3 xformOp:scale = (-1.1349702, 0.87922686, 0.8568381) + double3 xformOp:translate = (3.4707021218306875, -2.9007247924804687, 0.47717060353803037) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0000" ( + prepend references = @./Meshes/flower_0000.usd@ + ) + { + quatf xformOp:orient = (0.97315073, -0, 0, 0.23016874) + float3 xformOp:scale = (0.94858897, 1.1563281, 0.96884286) + double3 xformOp:translate = (5.7069902329958175, 0.9463362620782124, 2.357774733573452) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0001" ( + prepend references = @./Meshes/flower_0001.usd@ + ) + { + quatf xformOp:orient = (0.97315073, -0, 0, 0.23016874) + float3 xformOp:scale = (0.94858897, 1.1563281, 0.96884286) + double3 xformOp:translate = (5.470386229089568, 0.9443481181573139, 2.357774733573452) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0002" ( + prepend references = @./Meshes/flower_0002.usd@ + ) + { + quatf xformOp:orient = (0.97315073, -0, 0, 0.23016874) + float3 xformOp:scale = (0.94858897, 1.1563281, 0.96884286) + double3 xformOp:translate = (5.227817259363006, 0.9403714488457905, 2.357774733573452) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0003" ( + prepend references = @./Meshes/flower_0003.usd@ + ) + { + quatf xformOp:orient = (0.97315073, -0, 0, 0.23016874) + float3 xformOp:scale = (0.94858897, 1.1563281, 0.96884286) + double3 xformOp:translate = (4.985465574792691, 0.939104969353603, 2.357774733573452) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0001" ( + prepend references = @./Meshes/television_0001.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (0.9456524, 0.8197522, 1.00295) + double3 xformOp:translate = (3.4659381103515625, -3.0774173926547657, 1.0647093198259316) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0000" ( + prepend references = @./Meshes/table_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.99921143, 0.99921143, 0.6041641) + double3 xformOp:translate = (2.826789185821681, -1.095073348613987, 0.10926435169113344) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0002" ( + prepend references = @./Meshes/table_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5284001, 1.5284001, 1.5284001) + double3 xformOp:translate = (0.34240955352783203, 0.7584723663330079, 0.23807093062860477) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "decorative_box_0000" ( + prepend references = @./Meshes/decorative_box_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.0826, 1, 0.9362) + double3 xformOp:translate = (5.728494873046875, 1.0253504180908204, 1.6483285849092293) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bedroom_765353" + { + def Xform "vase_0003" ( + prepend references = @./Meshes/vase_0003.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.0869102478027344, -4.565791015625, 0.809754951479475) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0002" ( + prepend references = @./Meshes/cabinet_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.0354, 1, 1.0417) + double3 xformOp:translate = (-2.109783935546875, -5.523154296875, 1.2499998329189475) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0007" ( + prepend references = @./Meshes/cabinet_0007.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.1235552978515626, -6.4945745849609375, 0.2249990119924485) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0008" ( + prepend references = @./Meshes/curtain_0008.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.84760004, 1, 1) + double3 xformOp:translate = (-6.061640625, -6.3917822265625, 1.338394409174607) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0009" ( + prepend references = @./Meshes/curtain_0009.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.84760004, 1, 1) + double3 xformOp:translate = (-6.1444189453125, -6.0436962890625, 1.3262227783152134) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0010" ( + prepend references = @./Meshes/curtain_0010.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.84760004, 1, 1) + double3 xformOp:translate = (-6.061640625, -3.69895263671875, 1.338392578119892) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0011" ( + prepend references = @./Meshes/curtain_0011.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.84760004, 1, 1) + double3 xformOp:translate = (-6.1444189453125, -3.84720703125, 1.3262229003855277) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0002" ( + prepend references = @./Meshes/ceiling_light_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0097721, 1.084731, 0.9672903) + double3 xformOp:translate = (-4.189773100346684, -5.032382812703904, 2.504440915668045) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0003" ( + prepend references = @./Meshes/bedding_0003.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 0.8049) + double3 xformOp:translate = (-4.415003356933594, -4.970931396484375, 0.3777906313622237) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0004" ( + prepend references = @./Meshes/bedding_0004.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 0.8049) + double3 xformOp:translate = (-4.412095642089844, -5.4537811279296875, 0.25138673739083855) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0006" ( + prepend references = @./Meshes/pillow_0006.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 0.8049) + double3 xformOp:translate = (-4.8486502075195315, -6.445665283203125, 0.6897005431726814) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0007" ( + prepend references = @./Meshes/pillow_0007.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 0.8049) + double3 xformOp:translate = (-3.9861627197265626, -6.418209838867187, 0.7096548367215304) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0002" ( + prepend references = @./Meshes/bed_0002.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 0.8049) + double3 xformOp:translate = (-4.388252868652343, -5.53320068359375, 0.4973900019379403) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0025" ( + prepend references = @./Meshes/picture_frame_0025.usd@ + ) + { + quatf xformOp:orient = (0.38268343, -0, 0, -0.9238795) + float3 xformOp:scale = (0.9999904, 0.9999904, 1) + double3 xformOp:translate = (-2.0326446533203124, -4.52815185546875, 1.4652004928310127) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0026" ( + prepend references = @./Meshes/picture_frame_0026.usd@ + ) + { + quatf xformOp:orient = (0.38268343, -0, 0, -0.9238795) + float3 xformOp:scale = (0.9999904, 0.9999904, 1) + double3 xformOp:translate = (-2.0863291931152346, -4.633306579589844, 1.4918001098238682) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_decoration_0000" ( + prepend references = @./Meshes/wall_decoration_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.8468001, 0.8468001, 0.8468001) + double3 xformOp:translate = (-4.3320166015625, -6.63013671875, 1.5387389095674326) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0000" ( + prepend references = @./Meshes/table_lamp_0000.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.1299407958984378, -6.508634643554688, 0.7757802811532628) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bedroom_778247" + { + def Xform "vase_0004" ( + prepend references = @./Meshes/vase_0004.usd@ + ) + { + quatf xformOp:orient = (0.9476407, -0, 0, -0.31933856) + float3 xformOp:scale = (2.2645688, 2.2645688, 2.2646) + double3 xformOp:translate = (5.395204475329457, -3.5655281535477785, 0.5702113111902023) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0009" ( + prepend references = @./Meshes/vase_0009.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.784040832519532, -6.4769873046875, 0.8759069290162534) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0004" ( + prepend references = @./Meshes/curtain_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8376, 1, 1) + double3 xformOp:translate = (5.7291894531250005, -3.68890380859375, 1.3383944091746072) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0005" ( + prepend references = @./Meshes/curtain_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8376, 1, 1) + double3 xformOp:translate = (5.8719677734375, -4.03288330078125, 1.3262227783152136) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0006" ( + prepend references = @./Meshes/curtain_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8376, 1, 1) + double3 xformOp:translate = (5.7691894531250005, -6.349960937500001, 1.3383925781198922) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0007" ( + prepend references = @./Meshes/curtain_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8376, 1, 1) + double3 xformOp:translate = (5.8519677734375, -6.20345703125, 1.326222900385528) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0001" ( + prepend references = @./Meshes/ceiling_light_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 0.9561) + double3 xformOp:translate = (3.855772033755443, -5.032385040275378, 2.440291099467061) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0000" ( + prepend references = @./Meshes/bedding_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.58238037109375, -5.175302734375, 0.39007100384112636) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0001" ( + prepend references = @./Meshes/bedding_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.5439453125, -5.125869140625, 0.3660292819696121) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0000" ( + prepend references = @./Meshes/pillow_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.1475732421875002, -6.0718408203125005, 0.7737157745048545) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0001" ( + prepend references = @./Meshes/pillow_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.0494189453125005, -6.05396484375, 0.767032333361716) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0002" ( + prepend references = @./Meshes/pillow_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.03347900390625, -6.353908081054688, 0.7710028839027064) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0003" ( + prepend references = @./Meshes/pillow_0003.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.1191583251953126, -6.386845703125, 0.7368780216045923) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0000" ( + prepend references = @./Meshes/bed_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.57864990234375, -5.5869287109375, 0.5848784185714476) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0027" ( + prepend references = @./Meshes/picture_frame_0027.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.047386779785156, -6.454251098632812, 0.8472866325359847) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0028" ( + prepend references = @./Meshes/picture_frame_0028.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.0743560791015625, -6.553846435546875, 0.8690004463164489) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "mirror_0002" ( + prepend references = @./Meshes/mirror_0002.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.198803100585938, -6.6888916015625, 1.3382762603782945) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0002" ( + prepend references = @./Meshes/television_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9456524, 0.8197522, 1.00295) + double3 xformOp:translate = (3.5755255126953127, -3.3467502697509985, 1.0647093200683597) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0001" ( + prepend references = @./Meshes/table_0001.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.161493530273438, -6.469700317382813, 0.3929984741210809) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0007" ( + prepend references = @./Meshes/chair_0007.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, 0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.232515869140638, -5.958754272460937, 0.3318007372628313) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "decorative_box_0001" ( + prepend references = @./Meshes/decorative_box_0001.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.284805908203125, -6.553740234375, 0.8248991565696916) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "decorative_box_0002" ( + prepend references = @./Meshes/decorative_box_0002.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.4401416015625, -6.55370361328125, 0.8248790645589212) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "unknown_783683" + { + def Xform "vase_0006" ( + prepend references = @./Meshes/vase_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.2597430992126465, 4.055137329101562, 1.079413536073367) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0007" ( + prepend references = @./Meshes/vase_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.26281387329101563, 3.904935302734375, 1.0615844841022986) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0008" ( + prepend references = @./Meshes/vase_0008.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.26167877197265627, 4.205932006835938, 1.0859029808078993) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0008" ( + prepend references = @./Meshes/cabinet_0008.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.1178, 0.88600004, 0.9195) + double3 xformOp:translate = (-0.26901268005371093, 4.7800439453125, 1.200000052028554) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0000" ( + prepend references = @./Meshes/picture_frame_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.7533001, 0.7533001, 0.7533001) + double3 xformOp:translate = (-1.68666015625, 1.053292236328125, 1.6543811035156255) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0001" ( + prepend references = @./Meshes/picture_frame_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.7533001, 0.7533001, 0.7533001) + double3 xformOp:translate = (-1.68666015625, 1.22068359375, 1.6543811035156255) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0002" ( + prepend references = @./Meshes/picture_frame_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.7533001, 0.7533001, 0.7533001) + double3 xformOp:translate = (-1.68666015625, 0.9010491943359376, 1.4668359375) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0003" ( + prepend references = @./Meshes/picture_frame_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.7533001, 0.7533001, 0.7533001) + double3 xformOp:translate = (-1.68666015625, 1.0603955078125, 1.4647424316406252) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0004" ( + prepend references = @./Meshes/picture_frame_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.7533001, 0.7533001, 0.7533001) + double3 xformOp:translate = (-1.68666015625, 1.22068359375, 1.4668359375) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0005" ( + prepend references = @./Meshes/picture_frame_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.7533001, 0.7533001, 0.7533001) + double3 xformOp:translate = (-1.68666015625, 0.9273321533203125, 1.2271679687500001) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0006" ( + prepend references = @./Meshes/picture_frame_0006.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.7533001, 0.7533001, 0.7533001) + double3 xformOp:translate = (-1.686436767578125, 0.9804870605468751, 1.02021364773079) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0007" ( + prepend references = @./Meshes/picture_frame_0007.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.7533001, 0.7533001, 0.7533001) + double3 xformOp:translate = (-1.68666015625, 1.185408935546875, 1.2271679687500001) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0008" ( + prepend references = @./Meshes/picture_frame_0008.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.7533001, 0.7533001, 0.7533001) + double3 xformOp:translate = (-1.68666015625, 1.16883544921875, 0.9422076473487859) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0009" ( + prepend references = @./Meshes/picture_frame_0009.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.7533001, 0.7533001, 0.7533001) + double3 xformOp:translate = (-1.6864208984375, 1.289351806640625, 0.7241573735189172) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0010" ( + prepend references = @./Meshes/picture_frame_0010.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.7533001, 0.7533001, 0.7533001) + double3 xformOp:translate = (-1.68666015625, 1.45071044921875, 0.7001873779296874) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0011" ( + prepend references = @./Meshes/picture_frame_0011.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.7533001, 0.7533001, 0.7533001) + double3 xformOp:translate = (-1.686436767578125, 1.61265869140625, 0.7241571377969372) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0012" ( + prepend references = @./Meshes/picture_frame_0012.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.7533001, 0.7533001, 0.7533001) + double3 xformOp:translate = (-1.68666015625, 1.440999755859375, 0.9422076416015628) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0013" ( + prepend references = @./Meshes/picture_frame_0013.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.7533001, 0.7533001, 0.7533001) + double3 xformOp:translate = (-1.68664306640625, 1.7065380859375001, 0.9422076416015628) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0014" ( + prepend references = @./Meshes/picture_frame_0014.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.7533001, 0.7533001, 0.7533001) + double3 xformOp:translate = (-1.686436767578125, 1.898787841796875, 1.02021364773079) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0015" ( + prepend references = @./Meshes/picture_frame_0015.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.7533001, 0.7533001, 0.7533001) + double3 xformOp:translate = (-1.686668701171875, 1.3800305175781251, 1.1591600298110893) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0016" ( + prepend references = @./Meshes/picture_frame_0016.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.7533001, 0.7533001, 0.7533001) + double3 xformOp:translate = (-1.686666259765625, 1.5197204589843751, 1.15916015625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0017" ( + prepend references = @./Meshes/picture_frame_0017.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.7533001, 0.7533001, 0.7533001) + double3 xformOp:translate = (-1.689434814453125, 1.456148681640625, 1.479158935546875) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0018" ( + prepend references = @./Meshes/picture_frame_0018.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.7533001, 0.7533001, 0.7533001) + double3 xformOp:translate = (-1.68666015625, 1.72358154296875, 1.2271679687500001) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0019" ( + prepend references = @./Meshes/picture_frame_0019.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.7533001, 0.7533001, 0.7533001) + double3 xformOp:translate = (-1.6866613769531251, 1.98165771484375, 1.2271679974861163) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0020" ( + prepend references = @./Meshes/picture_frame_0020.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.7533001, 0.7533001, 0.7533001) + double3 xformOp:translate = (-1.68666015625, 1.692567138671875, 1.4668359375) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0021" ( + prepend references = @./Meshes/picture_frame_0021.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.7533001, 0.7533001, 0.7533001) + double3 xformOp:translate = (-1.68666015625, 1.85261962890625, 1.4647424316406252) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0022" ( + prepend references = @./Meshes/picture_frame_0022.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.7533001, 0.7533001, 0.7533001) + double3 xformOp:translate = (-1.68666015625, 2.0119677734375, 1.4668359375) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0023" ( + prepend references = @./Meshes/picture_frame_0023.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.7533001, 0.7533001, 0.7533001) + double3 xformOp:translate = (-1.68666015625, 1.692567138671875, 1.6543811035156255) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0024" ( + prepend references = @./Meshes/picture_frame_0024.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.7533001, 0.7533001, 0.7533001) + double3 xformOp:translate = (-1.68666015625, 1.85984130859375, 1.6543811035156255) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cosmetic_0000" ( + prepend references = @./Meshes/cosmetic_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.183848876953125, 4.5842431640625, 1.1736011123677972) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "mirror_0000" ( + prepend references = @./Meshes/mirror_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.785, 1.0411, 1.48) + double3 xformOp:translate = (-0.11397659301757812, 5.6001171875, 1.184281005859375) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0008" ( + prepend references = @./Meshes/daily_equipment_0008.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.2974624252319336, 4.9323733520507815, 1.0259179082492433) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0009" ( + prepend references = @./Meshes/daily_equipment_0009.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.2276651954650879, 4.890393371582031, 1.0161397129293899) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "stool_0000" ( + prepend references = @./Meshes/stool_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.31033063888549806, 2.885151062011719, 0.227241287237876) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tooling_0000" ( + prepend references = @./Meshes/tooling_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.2594401741027832, 4.983228759765625, 1.0196331214965317) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "diningroom_785051" + { + def Xform "cabinet_0006" ( + prepend references = @./Meshes/cabinet_0006.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1.194, 1, 1) + double3 xformOp:translate = (-3.9312814331054686, -2.9946612548828124, 1.2768318784722212) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0013" ( + prepend references = @./Meshes/curtain_0013.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (-0.9143661, 1.0142034, 0.87809217) + double3 xformOp:translate = (-6.104826401113257, -0.6125537677487551, 1.3000068353011005) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0014" ( + prepend references = @./Meshes/curtain_0014.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.0229851, 0.83387804, 0.87809217) + double3 xformOp:translate = (-6.078572387695313, -2.6240679931640627, 1.2998864434553976) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0005" ( + prepend references = @./Meshes/painting_0005.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1.194, 1, 1) + double3 xformOp:translate = (-3.93500732421875, -3.1217156982421876, 1.7173019409179693) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0014" ( + prepend references = @./Meshes/chandelier_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.5, 0.5, 0.5) + double3 xformOp:translate = (-4.064779655597615, -1.6834913856221527, 2.270666056312738) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0015" ( + prepend references = @./Meshes/chandelier_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.5, 0.5, 0.5) + double3 xformOp:translate = (-4.204607318959306, -1.2732105938768603, 2.114722317176632) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0016" ( + prepend references = @./Meshes/chandelier_0016.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.5, 0.5, 0.5) + double3 xformOp:translate = (-3.9019559021800503, -1.2978183284862712, 1.992550852217538) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0017" ( + prepend references = @./Meshes/chandelier_0017.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.5, 0.5, 0.5) + double3 xformOp:translate = (-3.7259888611818113, -1.579307803626106, 2.165832743110771) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0035" ( + prepend references = @./Meshes/ornament_0035.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1.194, 1, 1) + double3 xformOp:translate = (-4.805388793945313, -3.0155154418945314, 0.8302789764462523) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0037" ( + prepend references = @./Meshes/ornament_0037.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1.194, 1, 1) + double3 xformOp:translate = (-4.677603759765625, -3.070570068359375, 1.9184359664963782) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0038" ( + prepend references = @./Meshes/ornament_0038.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1.194, 1, 1) + double3 xformOp:translate = (-4.86599609375, -3.0677197265625002, 2.0060867156992437) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0039" ( + prepend references = @./Meshes/ornament_0039.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1.194, 1, 1) + double3 xformOp:translate = (-2.390588836669922, -3.0376852416992186, 1.491223240375067) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0042" ( + prepend references = @./Meshes/ornament_0042.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1.194, 1, 1) + double3 xformOp:translate = (-4.786275024414063, -3.059020690917969, 1.3756449203520575) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0044" ( + prepend references = @./Meshes/ornament_0044.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1.194, 1, 1) + double3 xformOp:translate = (-3.931632385253906, -2.95929443359375, 0.9032703630656881) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0045" ( + prepend references = @./Meshes/ornament_0045.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1.194, 1, 1) + double3 xformOp:translate = (-5.492020874023438, -3.0386080932617188, 1.485051944768492) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0046" ( + prepend references = @./Meshes/ornament_0046.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1.194, 1, 1) + double3 xformOp:translate = (-2.3901519775390625, -3.0075222778320314, 0.944835037425571) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0002" ( + prepend references = @./Meshes/tray_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.0078454589843755, -1.6318634643554264, 0.7577660118134377) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0000" ( + prepend references = @./Meshes/wine_set_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.364737097740176, -2.0617168893814086, 0.8220959854111668) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0001" ( + prepend references = @./Meshes/wine_set_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.6599781627655097, -1.2856778259277348, 0.8220689239483612) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0002" ( + prepend references = @./Meshes/wine_set_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.548480529785147, -1.5310289697647108, 0.822089931486516) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0003" ( + prepend references = @./Meshes/wine_set_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.494172477722174, -1.6604202842712525, 0.8220745010358455) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0004" ( + prepend references = @./Meshes/wine_set_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.8394185609817404, -2.0774043474197392, 0.8221285133352356) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0005" ( + prepend references = @./Meshes/wine_set_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.175517552375807, -1.1298103437423708, 0.8220514717081109) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0006" ( + prepend references = @./Meshes/wine_set_0006.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1.194, 1, 1) + double3 xformOp:translate = (-3.0042181396484375, -3.061952819824219, 1.9024927291884604) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0007" ( + prepend references = @./Meshes/wine_set_0007.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1.194, 1, 1) + double3 xformOp:translate = (-2.879674377441406, -3.061952819824219, 1.9024925384535942) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "dining_table_0000" ( + prepend references = @./Meshes/dining_table_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.003437194824255, -1.6471628417995248, 0.37160593412253096) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0000" ( + prepend references = @./Meshes/chair_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.320768234992146, -2.0199850767154772, 0.40613574277901426) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0001" ( + prepend references = @./Meshes/chair_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.995524498040226, -2.431927825945395, 0.40518064181413593) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0002" ( + prepend references = @./Meshes/chair_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.027355689867978, -0.8882268981637913, 0.40629130624671234) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0003" ( + prepend references = @./Meshes/chair_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3231596989177503, -1.319932876850436, 0.4066632096183116) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0004" ( + prepend references = @./Meshes/chair_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.646431990828809, -2.0236210935289, 0.40552175961143916) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0005" ( + prepend references = @./Meshes/chair_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.648824737125936, -1.3235694887513614, 0.4041068054575044) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "balcony_792635" + { + def Xform "cabinet_0011" ( + prepend references = @./Meshes/cabinet_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (6.707546875, 0.9401159647968749, 0.24549948893785836) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0000" ( + prepend references = @./Meshes/curtain_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9124, 0.793, 0.9875) + double3 xformOp:translate = (7.308945312500001, 0.78850830078125, 1.321672596731578) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0001" ( + prepend references = @./Meshes/curtain_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9124, 0.793, 0.9875) + double3 xformOp:translate = (7.37458984375, 0.4138079833984375, 1.3096535690215843) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0002" ( + prepend references = @./Meshes/curtain_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9124, 0.793, 0.9875) + double3 xformOp:translate = (7.308945312500001, -2.1101904296875, 1.321670788565025) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0003" ( + prepend references = @./Meshes/curtain_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9124, 0.793, 0.9875) + double3 xformOp:translate = (7.37458984375, -1.95060302734375, 1.3096536895660211) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0002" ( + prepend references = @./Meshes/shelf_0002.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1.1328, 0.69140005, 0.82379997) + double3 xformOp:translate = (6.788754266059414, -2.4311166685886807, 1.2360229560380374) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0004" ( + prepend references = @./Meshes/flower_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (7.03544785689589, 0.9016532363666722, 0.706474136352897) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0005" ( + prepend references = @./Meshes/flower_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.635021152511278, 0.901653228761544, 0.7064789810171686) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0006" ( + prepend references = @./Meshes/flower_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.435448223096264, 0.9016532669292866, 0.7071306381343783) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0007" ( + prepend references = @./Meshes/flower_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.83544765088297, 0.9002235298102622, 0.7067269210864032) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "unknown_786425" + { + def Xform "wall_light_0000" ( + prepend references = @./Meshes/wall_light_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.1377819824218751, -4.31619140625, 1.5129215646766903) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "wall" + { + def Xform "wall_0000" ( + prepend references = @./Meshes/wall_0000.usd@ + ) + { + quatf xformOp:orient = (-1.3315805e-7, -0, 0, -1) + float3 xformOp:scale = (-1.13497, 0.8792267, 0.8568379) + double3 xformOp:translate = (3.535865478515625, -3.1662051391601564, 1.3006994577843258) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0024" ( + prepend references = @./Meshes/wall_0024.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.7914800262451172, 0.0756201171875, 1.3502332516637399) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0025" ( + prepend references = @./Meshes/wall_0025.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.10772491455078126, -6.863379821777344, 1.3499949093785835) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0026" ( + prepend references = @./Meshes/wall_0026.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-6.291474914550782, 0.0006201171875, 1.350677892777021) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0027" ( + prepend references = @./Meshes/wall_0027.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.211520004272461, -5.6418798828125, 1.3499949093785835) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0028" ( + prepend references = @./Meshes/wall_0028.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.0004769992828369141, 0.7683700561523438, 1.3499949093785835) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0029" ( + prepend references = @./Meshes/wall_0029.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-6.040820007324219, 1.3508999633789063, 1.3499949093785835) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0030" ( + prepend references = @./Meshes/wall_0030.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.4304299926757813, -6.536080017089844, 1.3499949093785835) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0031" ( + prepend references = @./Meshes/wall_0031.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.11197479248046875, -3.2423799133300784, 1.3499839159380644) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0032" ( + prepend references = @./Meshes/wall_0032.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.8060225708037616, 1.2226200103759766, 1.3499949093785835) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0033" ( + prepend references = @./Meshes/wall_0033.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.706475067138672, -0.04038304805755615, 1.3499949093785835) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0034" ( + prepend references = @./Meshes/wall_0034.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.045974884033203, 1.8506200408935547, 1.3499949093785835) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0035" ( + prepend references = @./Meshes/wall_0035.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (7.503520202636719, -0.6763849639892578, 1.3499949093785835) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0036" ( + prepend references = @./Meshes/wall_0036.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.706475067138672, 3.922620086669922, 1.3499949093785835) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0037" ( + prepend references = @./Meshes/wall_0037.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.23097999572753908, -4.489880065917969, 1.3499949093785835) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0038" ( + prepend references = @./Meshes/wall_0038.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.8504783201217652, 5.926620178222656, 1.3499949093785835) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0039" ( + prepend references = @./Meshes/wall_0039.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.045974884033203, 6.914620056152344, 1.3499949093785835) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0040" ( + prepend references = @./Meshes/wall_0040.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-5.841159973144531, 1.5662600326538085, 1.3499949093785835) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0041" ( + prepend references = @./Meshes/wall_0041.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (6.8400201416015625, -2.5753799438476563, 1.3499949093785835) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0042" ( + prepend references = @./Meshes/wall_0042.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-7.5034701538085935, 1.9386184692382813, 1.3499949093785835) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0043" ( + prepend references = @./Meshes/wall_0043.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.5764550018310548, -6.259949951171875, 1.3499949093785835) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0044" ( + prepend references = @./Meshes/wall_0044.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (6.037770080566406, -2.895384864807129, 1.3499949093785835) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "balcony_764413" + { + def Xform "fridge_0000" ( + prepend references = @./Meshes/fridge_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.9059478301737105, 3.463296768131178, 0.8938164367540387) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "ceiling" + { + def Xform "ceiling_0000" ( + prepend references = @./Meshes/ceiling_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.0292729943584344, -1.0053835599032572, 2.7000000402331352) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0001" ( + prepend references = @./Meshes/ceiling_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.0292729943584344, -5.032383497839919, 2.7000000402331352) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0002" ( + prepend references = @./Meshes/ceiling_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.9004759655665748, 1.3466165972145883, 2.7000000402331352) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0003" ( + prepend references = @./Meshes/ceiling_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.037257140237943, -1.6413830505815599, 2.7000000402331352) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0004" ( + prepend references = @./Meshes/ceiling_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.045975585192077, 2.893616009915113, 2.7000000402331352) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0005" ( + prepend references = @./Meshes/ceiling_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.036975096776709, -5.032383009558662, 2.7000000402331352) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0006" ( + prepend references = @./Meshes/ceiling_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.2899764447506732, -5.645383873185274, 2.7000000402331352) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0007" ( + prepend references = @./Meshes/ceiling_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.045975585192077, 5.420615681359404, 2.7000000402331352) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0008" ( + prepend references = @./Meshes/ceiling_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-6.901974223941179, 1.9436159957590098, 2.7000000402331352) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0009" ( + prepend references = @./Meshes/ceiling_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.045975341051449, 0.9096159803512092, 2.7000000402331352) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0010" ( + prepend references = @./Meshes/ceiling_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.8914759654324644, -3.8858834807557376, 2.7000000402331352) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0011" ( + prepend references = @./Meshes/ceiling_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (6.7735235384333645, -0.6763835550007753, 2.7000000402331352) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0012" ( + prepend references = @./Meshes/ceiling_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0013" ( + prepend references = @./Meshes/ceiling_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0029" ( + prepend references = @./Meshes/ceiling_0029.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.000025024414062500002, 0.000565185546875, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "floor" + { + def Xform "floor_0001" ( + prepend references = @./Meshes/floor_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.04597552, 5.4206156, 0.000744909378583543) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0002" ( + prepend references = @./Meshes/floor_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-6.90197412, 1.94361548, 0.000744909378583543) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0003" ( + prepend references = @./Meshes/floor_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, -9.377254173159599e-9) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0004" ( + prepend references = @./Meshes/floor_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, -9.377254173159599e-9) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0005" ( + prepend references = @./Meshes/floor_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, -9.377254173159599e-9) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0006" ( + prepend references = @./Meshes/floor_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.03725708, -1.64138303, 0.0022949093308998274) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0007" ( + prepend references = @./Meshes/floor_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.03697504, -5.03238293, 0.000744909378583543) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0008" ( + prepend references = @./Meshes/floor_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, -9.377254173159599e-9) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0009" ( + prepend references = @./Meshes/floor_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, -9.377254173159599e-9) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0010" ( + prepend references = @./Meshes/floor_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.0292724800000004, -5.03238342, 0.000744909378583543) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0011" ( + prepend references = @./Meshes/floor_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, -9.377254173159599e-9) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0012" ( + prepend references = @./Meshes/floor_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.1292735, 0.70311621, -0.05141795066910018) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0000" ( + prepend references = @./Meshes/floor_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 0, -0.25049491875583774) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + + def "Rendering" + { + def "Lights" + { + def DistantLight "DirectionalLight" + { + float angle = 4.96 + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + color3f color = (1, 1, 1) + float colorTemperature = 6500 + bool enableColorTemperature = 0 + float inputs:angle = 30 + color3f inputs:color = (0.972973, 0.9443509, 0.8527601) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 1 + float inputs:intensity = 3000 + bool inputs:normalize = 0 + float inputs:specular = 0 + float intensity = 1989.4366 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DistantLight" + uniform token purpose = "default" + token visibility = "inherited" + bool visibleInPrimaryRay = 0 + quatd xformOp:orient = (0.5516611359549735, -0.2097885050448419, 0.4547968468698761, -0.6669472260270201) + double3 xformOp:scale = (2.5, 2.5, 2.5) + double3 xformOp:translate = (3.999999999999996, -2.085572127098087, 1.4718665355658562) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def DomeLight "DomeLight" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float guideRadius = 100000 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 1 + float inputs:intensity = 1000 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 1 + asset inputs:texture:file = @./buikslotermeerplein_4k.hdr@ + token inputs:texture:format = "latlong" + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DomeLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0, 0, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def RectLight "RectLight" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float3[] extent = [(-50, -50, 0), (50, 50, 0)] + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 1 + float inputs:height = 0.42600003 + float inputs:intensity = 15000 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 0 + asset inputs:texture:file + float inputs:width = 1 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "RectLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (0.49999999999999994, 0.5000000000000003, 0.5000000000000003, 0.4999999999999997) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (7.39087247202261, -0.6755891177186609, 1.5004134275473016) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def RectLight "RectLight_01" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float3[] extent = [(-50, -50, 0), (50, 50, 0)] + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 1 + float inputs:height = 0.42600003 + float inputs:intensity = 15000 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 0 + asset inputs:texture:file + float inputs:width = 1 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "RectLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (0.49999999999999994, 0.5000000000000003, 0.5000000000000003, 0.4999999999999997) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.559106337953808, -5.07197963864642, 1.500413427547361) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } +} + diff --git a/kujiale_0004/rooms.json b/kujiale_0004/rooms.json new file mode 100644 index 0000000000000000000000000000000000000000..6b33a140efa8f21a50797cd3922eca9867052df6 --- /dev/null +++ b/kujiale_0004/rooms.json @@ -0,0 +1 @@ +[{"room_type": "living room", "polygon": [[5.9175234375, 1.131615966796875], [0.0995234375, 1.131615966796875], [0.0995234375, -3.1423830566406252], [1.2025234375, -3.1423830566406252], [5.9590234375, -3.1423830566406252], [5.9590234375, -2.584383056640625], [5.959033203125, -2.58584619140625], [5.917533203125, 0.4911537170410156], [5.9175234375, 0.492616943359375]]}, {"room_type": "bedroom", "polygon": [[5.9590234375, -3.342383056640625], [1.2025234375, -3.342383056640625], [0.0995234375, -3.342383056640625], [0.0995234375, -4.4293837890625], [1.3025234375, -4.4293837890625], [1.3025234375, -6.7223837890625004], [5.9590234375, -6.7223837890625004]]}, {"room_type": "bedroom", "polygon": [[-1.8824765625, -3.342383056640625], [-6.191474609375, -3.342382568359375], [-6.191474609375, -6.7223837890625004], [-1.8824765625, -6.7223837890625004], [-1.8824765625, -6.25995166015625], [-1.8824765625, -4.4988837890625]]}, {"room_type": "unknown", "polygon": [[-1.7004765625, 3.922615966796875], [-1.7004765625, 1.859615966796875], [-1.7004765625, -0.040383056640625], [-1.683037109375, -3.1423830566406252], [-0.1004765625, -3.1423830566406252], [-0.1004765625, 1.2316159667968751], [-0.1004765625, 5.83561572265625], [-1.7004765625, 5.83561572265625]]}, {"room_type": "dining room", "polygon": [[-1.883040283203125, -3.1423830566406252], [-1.8999160156250001, -0.140383056640625], [-6.191474609375, -0.140383056640625], [-6.191474609375, -3.142382568359375]]}, {"room_type": "study room", "polygon": [[-1.9004765625, 5.93561572265625], [-1.9004765625, 6.8236152343750005], [-6.191474609375, 6.8236152343750005], [-6.19147509765625, 4.017615966796875], [-1.9004765625, 4.017615966796875]]}, {"room_type": "bathroom", "polygon": [[-1.9004765625, 3.827615966796875], [-6.19147509765625, 3.827615966796875], [-6.1914755859375, 1.959615966796875], [-5.85015625, 1.959615966796875], [-1.9004765625, 1.959615966796875]]}, {"room_type": "kitchen", "polygon": [[-6.19147509765625, 1.29089794921875], [-6.191474609375, 1.159615966796875], [-6.191474609375, 0.059616943359375], [-1.9004765625, 0.059616943359375], [-1.9004765625, 1.759615966796875], [-5.79015625, 1.759615966796875], [-5.79015625, 1.29089794921875]]}, {"room_type": "bathroom", "polygon": [[1.1025234375, -4.5683837890625005], [-0.0004765625, -4.5683837890625005], [-1.6824765625, -4.5683837890625005], [-1.6824765625, -6.19995166015625], [-1.370430419921875, -6.19995166015625], [-1.370430419921875, -6.7223837890625004], [1.1025234375, -6.7223837890625004]]}, {"room_type": "balcony", "polygon": [[6.1345234375, 0.492616943359375], [6.134513671875, 0.4940801696777344], [6.1746845703125, -2.484383056640625], [7.4125234375, -2.484383056640625], [7.4125244140625, 1.131615966796875], [6.1345234375, 1.131615966796875]]}, {"room_type": "balcony", "polygon": [[-6.3914755859375, 1.8596158447265625], [-6.39147509765625, 3.827615966796875], [-7.412474609375, 3.827615966796875], [-7.412474609375, 0.059616943359375], [-6.391474609375, 0.059616943359375], [-6.391474609375, 1.159615966796875], [-6.39147509765625, 1.3508978271484375]]}, {"room_type": "unknown", "polygon": [[-1.6824765625, -4.4293837890625], [-0.1004765625, -4.4293837890625], [-0.1004765625, -3.342383056640625], [-1.6824765625, -3.342383056640625]]}, {"room_type": "unknown", "polygon": [[-6.19147509765625, 1.4108979492187501], [-5.91015625, 1.4108979492187501], [-5.91015625, 1.759615966796875], [-6.1914755859375, 1.759615966796875]]}, {"room_type": "unknown", "polygon": [[-1.490430419921875, -6.31995166015625], [-1.6824765625, -6.31995166015625], [-1.6824765625, -6.7223837890625004], [-1.490430419921875, -6.7223837890625004]]}] \ No newline at end of file diff --git a/kujiale_0008/.thumbs/256x256/kujiale_0008.usda.png b/kujiale_0008/.thumbs/256x256/kujiale_0008.usda.png new file mode 100644 index 0000000000000000000000000000000000000000..b8c9ff239929a0994e6aade933d832757452aaeb --- /dev/null +++ b/kujiale_0008/.thumbs/256x256/kujiale_0008.usda.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:4acd6e9a52488c52a705deaffe114b61921ed80eab93e67fbf92d6c4849728ca +size 117337 diff --git a/kujiale_0008/Materials/BasicShapeMaterial.mdl b/kujiale_0008/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/kujiale_0008/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0008/Materials/MI_5907f9d437b50e5df1fe0644.mdl b/kujiale_0008/Materials/MI_5907f9d437b50e5df1fe0644.mdl new file mode 100644 index 0000000000000000000000000000000000000000..3af70a77c2b4b568f58d5937e0b09408444c95ba --- /dev/null +++ b/kujiale_0008/Materials/MI_5907f9d437b50e5df1fe0644.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5907f9d437b50e5df1fe0644( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0008/Materials/MI_5b48708cb532760da1797290.mdl b/kujiale_0008/Materials/MI_5b48708cb532760da1797290.mdl new file mode 100644 index 0000000000000000000000000000000000000000..014c7ddf67f24d560ced1324f66de2b0484261bc --- /dev/null +++ b/kujiale_0008/Materials/MI_5b48708cb532760da1797290.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5b48708cb532760da1797290( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0008/Materials/MI_5ec5e858e113f600011ec405.mdl b/kujiale_0008/Materials/MI_5ec5e858e113f600011ec405.mdl new file mode 100644 index 0000000000000000000000000000000000000000..cbd869cac8604b280b784525ac5d7ff35055e9ca --- /dev/null +++ b/kujiale_0008/Materials/MI_5ec5e858e113f600011ec405.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5ec5e858e113f600011ec405( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0008/Materials/M_BaseMaterial.mdl b/kujiale_0008/Materials/M_BaseMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ed00d16934cd045cadecb7db4bb5dd5ddc8dd3e7 --- /dev/null +++ b/kujiale_0008/Materials/M_BaseMaterial.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0008/Materials/M_BaseMaterial_twosided.mdl b/kujiale_0008/Materials/M_BaseMaterial_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..34a066551136042c8b515bc0777c0e436c62c466 --- /dev/null +++ b/kujiale_0008/Materials/M_BaseMaterial_twosided.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_twosided( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0008/Materials/M_BaseMaterial_v2.mdl b/kujiale_0008/Materials/M_BaseMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..154aecae651add78223e5fe6138f215211f152d3 --- /dev/null +++ b/kujiale_0008/Materials/M_BaseMaterial_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0008/Materials/M_BaseMaterial_v2_twosided.mdl b/kujiale_0008/Materials/M_BaseMaterial_v2_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7d90fc45fb437460e27004b226156b66a976f877 --- /dev/null +++ b/kujiale_0008/Materials/M_BaseMaterial_v2_twosided.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2_twosided( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0008/Materials/M_TranslucentMaterial.mdl b/kujiale_0008/Materials/M_TranslucentMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..0452d78794ea94cb1040fdf3244e688785b52118 --- /dev/null +++ b/kujiale_0008/Materials/M_TranslucentMaterial.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0008/Materials/M_TranslucentMaterial_v2.mdl b/kujiale_0008/Materials/M_TranslucentMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..6cef6519dd94a7d9f305169cecdb1d5512581737 --- /dev/null +++ b/kujiale_0008/Materials/M_TranslucentMaterial_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0008/Materials/OmniUe4Base.mdl b/kujiale_0008/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a441fbaf28040302c7aaabfbcf14b24a85bdf643 --- /dev/null +++ b/kujiale_0008/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/kujiale_0008/Materials/OmniUe4Function.mdl b/kujiale_0008/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..84f4f0da48ff31d03ee611373fe3a4d2e04c9079 --- /dev/null +++ b/kujiale_0008/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/kujiale_0008/Materials/OmniUe4Translucent.mdl b/kujiale_0008/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..483a83004b8f7d5bf820a7905d06ea2d7d5894af --- /dev/null +++ b/kujiale_0008/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/kujiale_0008/Materials/Textures/BlackPlaceholder.png b/kujiale_0008/Materials/Textures/BlackPlaceholder.png new file mode 100644 index 0000000000000000000000000000000000000000..cf498a3f19c07112845752ecd2523a666d8d13b5 --- /dev/null +++ b/kujiale_0008/Materials/Textures/BlackPlaceholder.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid 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sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float 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cameraSettings = { + dictionary Front = { + double3 position = (500, 0, 0) + double radius = 5 + } + dictionary Perspective = { + double3 position = (9.645919633237387, -0.2971859126846031, 0.8738674577086817) + double3 target = (4.133624718253835, 2.0053567817940383, 0.9441591052080419) + } + dictionary Right = { + double3 position = (0, -500, 0) + double radius = 5 + } + dictionary Top = { + double3 position = (0, 0, 500) + double radius = 5 + } + string boundCamera = "/OmniverseKit_Persp" + } + dictionary omni_layer = { + string authoring_layer = "./kujiale_0008.usda" + } + dictionary renderSettings = { + double "rtx:post:tonemap:cm2Factor" = 1.9999999552965164 + double "rtx:post:tonemap:exposureTime" = 0.000016666666851961054 + double "rtx:post:tonemap:fNumber" = 2.799999952316284 + double "rtx:post:tonemap:filmIso" = 40000 + double "rtx:reflections:maxRoughness" = 1 + } + } + defaultPrim = "Root" + metersPerUnit = 1 + upAxis = "Z" +) + +def Xform "Root" +{ + def Scope "Meshes" + { + def Scope "bedroom_1699" + { + def Xform "curtain_0000" ( + prepend references = @./Meshes/curtain_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-0.6603, 1, 1) + double3 xformOp:translate = (3.921207111881249, 9.512907997616754, 1.709547119297785) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0003" ( + prepend references = @./Meshes/curtain_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.6509, 1, 1) + double3 xformOp:translate = (2.569810873805399, 9.506526655781927, 1.7095471192977858) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0002" ( + prepend references = @./Meshes/chandelier_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0288436, 1.3061275, 1.0120293) + double3 xformOp:translate = (3.2770012327616214, 7.6195765227624115, 2.9129950128443354) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0000" ( + prepend references = @./Meshes/book_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2292, 0.9658, 1) + double3 xformOp:translate = (2.689238135929816, 6.04048853065541, 0.8518665105910884) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0001" ( + prepend references = @./Meshes/book_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2292, 0.9658, 1) + double3 xformOp:translate = (2.741140949417201, 6.040486472449133, 0.8829938909621923) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0002" ( + prepend references = @./Meshes/book_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2292, 0.9658, 1) + double3 xformOp:translate = (2.8024372928813133, 6.041934597221804, 0.8829939443680821) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0003" ( + prepend references = @./Meshes/book_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.157835296630468, 7.837814689632436, 0.5456271841189132) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0004" ( + prepend references = @./Meshes/book_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.1259151687621864, 7.85046886825557, 0.5828546400070245) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0000" ( + prepend references = @./Meshes/ornament_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2292, 0.9658, 1) + double3 xformOp:translate = (2.5773114609322567, 6.05029842428821, 0.8680945075086096) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0001" ( + prepend references = @./Meshes/ornament_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.178875167750545, 7.602702277593907, 0.5917327709363224) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0002" ( + prepend references = @./Meshes/ornament_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.21463105330728, 8.538593572964366, 0.7012283708934757) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0003" ( + prepend references = @./Meshes/ornament_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.233185413360595, 8.298500366210936, 0.5949299201967613) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0004" ( + prepend references = @./Meshes/ornament_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.246561141969586, 8.132447988509252, 0.5825704212186847) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0000" ( + prepend references = @./Meshes/storage_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2292, 0.9658, 1) + double3 xformOp:translate = (2.241649878697692, 6.0836883117807865, 0.8035817603893899) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0000" ( + prepend references = @./Meshes/cabinet_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2292, 0.9658, 1) + double3 xformOp:translate = (2.452278076098296, 5.9697596285987675, 1.1389993688815756) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0001" ( + prepend references = @./Meshes/cabinet_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.176973899122251, 7.913229250180011, 0.2981629714996825) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0015" ( + prepend references = @./Meshes/throw_pillow_0015.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.8714661788881808, 7.573679840087337, 0.7002971098036186) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0016" ( + prepend references = @./Meshes/throw_pillow_0016.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.6319564821158998, 8.202877838095185, 0.779900321964697) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_56b417b9e4b05e9f82064c56" + { + over "MI_5907f9d437b50e5df1fe0644" + { + float inputs:IsMetallicTex = 0 + } + } + } + } + + def Xform "throw_pillow_0017" ( + prepend references = @./Meshes/throw_pillow_0017.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.8714674415540313, 8.249455429076791, 0.7007284185580115) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0018" ( + prepend references = @./Meshes/throw_pillow_0018.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.4421348569605448, 7.597630606424495, 0.8757648720050333) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_light_0000" ( + prepend references = @./Meshes/wall_light_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.383289489793397, 6.562929011046925, 2.4103777311973578) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_light_0001" ( + prepend references = @./Meshes/wall_light_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.383289489793397, 9.284042292296924, 2.383060836666108) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0000" ( + prepend references = @./Meshes/television_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8449589, 0.9256841, 0.8992256) + double3 xformOp:translate = (5.4969780925524585, 7.88059531591075, 1.5890561219128494) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0000" ( + prepend references = @./Meshes/vase_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.134954723361231, 7.294241727744436, 0.6735092391954807) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "menorah_0000" ( + prepend references = @./Meshes/menorah_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.138675855637647, 7.449247850416206, 0.6921244506829988) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0004" ( + prepend references = @./Meshes/bedding_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.7202091216827067, 7.934084930392835, 0.44085044100451687) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_56b417b9e4b05e9f82064c54" + { + over "MI_5907f9d437b50e5df1fe0644" + { + float4 inputs:Metallic_Color = (0, 0, 0, 1) + } + } + } + } + + def Xform "bedding_0005" ( + prepend references = @./Meshes/bedding_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.4797440491201086, 7.922700805906715, 0.31812798286377075) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0002" ( + prepend references = @./Meshes/bed_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.170792572035375, 7.922701171882009, 0.5781139606207149) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "door_0006" ( + prepend references = @./Meshes/door_0006.usd@ + ) + { + quatf xformOp:orient = (1.3089969e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.52266913, 5.6881480799999995, 1.3192851519671556) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0006" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + + over "mesh_0002" + { + token visibility = "invisible" + } + + over "mesh_0003" + { + token visibility = "invisible" + } + + over "mesh_0004" + { + token visibility = "invisible" + } + + over "mesh_0005" + { + token visibility = "invisible" + } + + over "mesh_0006" + { + token visibility = "invisible" + } + + over "mesh_0007" + { + token visibility = "invisible" + } + + over "mesh_0008" + { + token visibility = "invisible" + } + + over "mesh_0009" + { + token visibility = "invisible" + } + + over "mesh_0010" + { + token visibility = "invisible" + } + + over "mesh_0011" + { + token visibility = "invisible" + } + + over "mesh_0012" + { + token visibility = "invisible" + } + + over "mesh_0013" + { + token visibility = "invisible" + } + + over "mesh_0014" + { + token visibility = "invisible" + } + + over "mesh_0015" + { + token visibility = "invisible" + } + + over "mesh_0016" + { + token visibility = "invisible" + } + + over "mesh_0017" + { + token visibility = "invisible" + } + + over "mesh_0018" + { + token visibility = "invisible" + } + + over "mesh_0019" + { + token visibility = "invisible" + } + } + } + } + } + + def Scope "bedroom_1365" + { + def Xform "curtain_0001" ( + prepend references = @./Meshes/curtain_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (8.922954345699127, 9.44329544639594, 2.1605468751571606) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0002" ( + prepend references = @./Meshes/curtain_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (7.234150146488373, 9.49075638389594, 2.1605468751571606) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0000" ( + prepend references = @./Meshes/painting_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (-1.5600001, 1.5600001, 1.5600001) + double3 xformOp:translate = (10.127919921875, 8.28431640625, 2.368321959769293) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0004" ( + prepend references = @./Meshes/painting_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.56, 1.56, 1.56) + double3 xformOp:translate = (10.137405395507812, 7.022337036132813, 2.368426635062337) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0000" ( + prepend references = @./Meshes/chandelier_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (7.9724261779705765, 7.618634491264985, 2.8133733385936237) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "chandelier_0000" + { + token visibility = "inherited" + + over "light_0000" + { + uniform bool collection:lightLink:includeRoot = 1 + float inputs:radius = 20 + bool treatAsPoint = 0 + token visibility = "inherited" + bool visibleInPrimaryRay = 0 + quatd xformOp:orient = (0.499999978144305, 0.500000021855695, -0.4999999999999995, -0.4999999999999995) + double3 xformOp:scale = (9.99999985098839, 9.99999985098839, 9.99999985098839) + double3 xformOp:translate = (0.0000010413250493002124, 0.0000010413650670670904, -183.82082817169294) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + over "mesh_0000" + { + token visibility = "inherited" + } + + over "mesh_0001" + { + token visibility = "inherited" + } + + over "mesh_0002" + { + token visibility = "inherited" + } + + over "mesh_0003" + { + token visibility = "inherited" + } + + over "mesh_0004" + { + token visibility = "inherited" + } + + over "mesh_0005" + { + token visibility = "inherited" + } + + over "mesh_0006" + { + token visibility = "inherited" + } + + over "mesh_0007" + { + token visibility = "inherited" + } + + over "mesh_0008" + { + token visibility = "inherited" + } + + over "mesh_0009" + { + token visibility = "inherited" + } + + over "mesh_0010" + { + token visibility = "inherited" + } + + over "mesh_0011" + { + token visibility = "inherited" + } + + over "mesh_0012" + { + token visibility = "inherited" + } + } + } + } + + def Xform "book_0009" ( + prepend references = @./Meshes/book_0009.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.948905941010536, 8.149752777099646, 0.7868380708697037) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0010" ( + prepend references = @./Meshes/book_0010.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.952321132660266, 8.154625072479218, 0.7603607456300013) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0022" ( + prepend references = @./Meshes/ornament_0022.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.994314670556415, 8.152368526458973, 0.83531871052827) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0007" ( + prepend references = @./Meshes/cabinet_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (6.058688447140043, 7.967745965109375, 1.0010269507581715) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0007" ( + prepend references = @./Meshes/throw_pillow_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9550101, 0.99333894, 1.0944498) + double3 xformOp:translate = (9.628453550138648, 8.551953877071938, 0.8003647508692223) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0008" ( + prepend references = @./Meshes/throw_pillow_0008.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9550101, 0.99333894, 1.0944498) + double3 xformOp:translate = (9.665817998311077, 8.077305723692268, 0.747840111646757) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0009" ( + prepend references = @./Meshes/throw_pillow_0009.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9550101, 0.99333894, 1.0944498) + double3 xformOp:translate = (9.619978724071862, 8.985908915254138, 0.819673984926923) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0010" ( + prepend references = @./Meshes/throw_pillow_0010.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9550101, 0.99333894, 1.0944498) + double3 xformOp:translate = (9.620517054149987, 7.016796366426013, 0.8206340679347354) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0011" ( + prepend references = @./Meshes/throw_pillow_0011.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9550101, 0.99333894, 1.0944498) + double3 xformOp:translate = (9.666356328389202, 6.108193174864144, 0.7388001946545695) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0012" ( + prepend references = @./Meshes/throw_pillow_0012.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9550101, 0.99333894, 1.0944498) + double3 xformOp:translate = (9.628991880216772, 6.582841328243814, 0.7813247575830896) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0000" ( + prepend references = @./Meshes/bedding_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9550101, 0.99333894, 1.0944498) + double3 xformOp:translate = (8.721854825001044, 8.597190033562548, 0.469788998260657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0001" ( + prepend references = @./Meshes/bedding_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9550101, 0.99333894, 1.0944498) + double3 xformOp:translate = (9.103086740298028, 8.576961745863455, 0.4833251448160991) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0002" ( + prepend references = @./Meshes/bedding_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9550101, 0.99333894, 1.0944498) + double3 xformOp:translate = (9.103625070376152, 6.607849197035331, 0.474285189676939) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0003" ( + prepend references = @./Meshes/bedding_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9550101, 0.99333894, 1.0944498) + double3 xformOp:translate = (8.722393155079168, 6.628078095085985, 0.4607490431214968) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0000" ( + prepend references = @./Meshes/pillow_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9550101, 0.99333894, 1.0944498) + double3 xformOp:translate = (9.89137047310953, 8.198893930388754, 0.8108886543751591) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0001" ( + prepend references = @./Meshes/pillow_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9550101, 0.99333894, 1.0944498) + double3 xformOp:translate = (9.861787763780558, 8.925457015024607, 0.8131928225090181) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0002" ( + prepend references = @./Meshes/pillow_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9550101, 0.99333894, 1.0944498) + double3 xformOp:translate = (9.86232548350712, 6.956344466196482, 0.8041529055168306) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0003" ( + prepend references = @./Meshes/pillow_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9550101, 0.99333894, 1.0944498) + double3 xformOp:translate = (9.891908192836095, 6.2297819919121915, 0.8018486610890264) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0000" ( + prepend references = @./Meshes/bed_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9550101, 0.99333894, 1.0944498) + double3 xformOp:translate = (9.088000208241661, 8.569605063564893, 0.546639626616525) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0001" ( + prepend references = @./Meshes/bed_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9550101, 0.99333894, 1.0944498) + double3 xformOp:translate = (9.088537927968224, 6.600493125088331, 0.5375996333303921) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0000" ( + prepend references = @./Meshes/chair_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.91921437, 0.9925132, 1.0515748) + double3 xformOp:translate = (6.500673399511042, 7.141814123337686, 0.4010029188418617) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0007" ( + prepend references = @./Meshes/chair_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.91921, 0.99251, 1.05157) + double3 xformOp:translate = (6.500673399999999, 7.89181412, 0.40100108503877113) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0000" ( + prepend references = @./Meshes/flower_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.939474847787909, 7.948010740275374, 0.8276310920810355) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "livingroom_133" + { + def Xform "curtain_0004" ( + prepend references = @./Meshes/curtain_0004.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (0.9416809, 1.1778781, 1.3336709) + double3 xformOp:translate = (8.96444431456681, -0.8159778688915136, 0.15282396654377586) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0005" ( + prepend references = @./Meshes/curtain_0005.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.3, 1.3000001, 1.3000001) + double3 xformOp:translate = (9.35, -0.7399999355316129, 1.8599993382191813) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "screen_0000" ( + prepend references = @./Meshes/screen_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.6207001, 1.6207001, 1.6207001) + double3 xformOp:translate = (-1.357281494140625, 4.8476367187500005, 2.003328032384831) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0001" ( + prepend references = @./Meshes/painting_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.7627001, 0.7627001, 0.7627001) + double3 xformOp:translate = (5.377939453125, -0.82064208984375, 1.5686104515820207) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0002" ( + prepend references = @./Meshes/painting_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (2.221235, 2.4999876, 1.6659892) + double3 xformOp:translate = (-2.883072249895189, 3.1564822557162096, 2.016189667183238) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0003" ( + prepend references = @./Meshes/painting_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.1473438, 1.0191029, 0.86054033) + double3 xformOp:translate = (-0.7677169712269307, 5.8395118499586625, 1.9222763738505766) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0005" ( + prepend references = @./Meshes/painting_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (2.221235, 2.4999876, 1.6659892) + double3 xformOp:translate = (-2.883072249895189, 0.0018772007118514013, 2.016189667183238) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0001" ( + prepend references = @./Meshes/chandelier_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0288436, 1.3061275, 1.0120293) + double3 xformOp:translate = (5.749502148288965, 1.5065763402796346, 3.245691051719968) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0000" ( + prepend references = @./Meshes/tea_set_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (6.077952849870359, 1.8350486629040308, 0.3619332831997953) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0001" ( + prepend references = @./Meshes/tea_set_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (6.622794478035562, 1.836681238197467, 0.3394919347741969) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0002" ( + prepend references = @./Meshes/tea_set_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.6396949520799593, 1.1727883548757532, 0.949637189757581) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0003" ( + prepend references = @./Meshes/tea_set_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.640695037845337, 1.1862783355712896, 0.9139621460347755) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0004" ( + prepend references = @./Meshes/tea_set_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.72682918916519, 1.414509464236359, 0.9765417959066289) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0005" ( + prepend references = @./Meshes/tea_set_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.7265620517669027, 1.2453948975580853, 1.0235957718192283) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0006" ( + prepend references = @./Meshes/tea_set_0006.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.639694942543216, 1.347566949846456, 0.9496351746437205) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0000" ( + prepend references = @./Meshes/tray_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (6.106792510986259, 1.7889646987912255, 0.28044707509040734) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0001" ( + prepend references = @./Meshes/tray_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (6.519760742187501, 1.686201171875, 0.3134119665237883) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0002" ( + prepend references = @./Meshes/tray_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.678499397277322, 1.2825814361572396, 0.9307350837826854) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0000" ( + prepend references = @./Meshes/table_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (6.318862822346399, 1.602299935153443, 0.14636251285466428) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0001" ( + prepend references = @./Meshes/table_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (5.073908020044878, 3.0187107697145814, 0.21664756221347267) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0002" ( + prepend references = @./Meshes/table_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (5.077418762232378, -0.006314102111590501, 0.21664756221347267) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0000" ( + prepend references = @./Meshes/plate_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (6.622654415132262, 1.8200036620505353, 0.31895299982349384) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0001" ( + prepend references = @./Meshes/plate_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.3912316513061973, 2.0153712997236877, 0.7877250296221394) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0002" ( + prepend references = @./Meshes/plate_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.3903045654296875, 2.008923263549797, 0.7595310310125238) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0003" ( + prepend references = @./Meshes/plate_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.3912321815490774, 2.015370849606204, 0.772258993055019) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0004" ( + prepend references = @./Meshes/plate_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.3912311210632309, 2.0153727760315077, 0.7798287218663534) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0005" ( + prepend references = @./Meshes/plate_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.6465296936035156, 1.5939708099365215, 0.7595311099886793) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0006" ( + prepend references = @./Meshes/plate_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.6402486915588363, 1.5928513221744347, 0.7722547280910654) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0007" ( + prepend references = @./Meshes/plate_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.6402482109069839, 1.5928518028245853, 0.7798292447776155) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0008" ( + prepend references = @./Meshes/plate_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.6402487106323218, 1.5928516349797743, 0.7877174726318331) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0009" ( + prepend references = @./Meshes/plate_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.6335357666015649, 1.5790019645690743, 0.7877111735532861) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0010" ( + prepend references = @./Meshes/plate_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.62763916015625, 1.5769003753662185, 0.7595308297872366) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0011" ( + prepend references = @./Meshes/plate_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.6335357017517103, 1.5790017356872508, 0.7722465027097833) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0012" ( + prepend references = @./Meshes/plate_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.6335362663269186, 1.5790018386935918, 0.7798258910423137) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0013" ( + prepend references = @./Meshes/plate_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.8921316871643186, 2.018111347209688, 0.7877318743336099) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0014" ( + prepend references = @./Meshes/plate_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.8962191772460938, 2.0135038299560564, 0.7595310277938729) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0015" ( + prepend references = @./Meshes/plate_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.8921311721801743, 2.0181112327569926, 0.7722491335989268) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0016" ( + prepend references = @./Meshes/plate_0016.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.8921302146912089, 2.0181132888708824, 0.7798182820990577) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0017" ( + prepend references = @./Meshes/plate_0017.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.376781623840289, 1.15097631075003, 0.7877209390825964) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0018" ( + prepend references = @./Meshes/plate_0018.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.3718601989746093, 1.1547142944335849, 0.7595314171314105) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0019" ( + prepend references = @./Meshes/plate_0019.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.3767815208435, 1.1509767761266347, 0.7722411252529252) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0020" ( + prepend references = @./Meshes/plate_0020.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.3767811470031555, 1.1509768333336055, 0.77980855837146) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0021" ( + prepend references = @./Meshes/plate_0021.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.8825946731566621, 1.1620843086117296, 0.787715656251245) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0022" ( + prepend references = @./Meshes/plate_0022.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.8825951805114763, 1.1620837669381363, 0.7798201837391182) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0023" ( + prepend references = @./Meshes/plate_0023.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.8825947380065552, 1.1620838088922296, 0.7722457718536608) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0024" ( + prepend references = @./Meshes/plate_0024.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.8845197296142578, 1.1682018280029456, 0.7595310348868223) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0025" ( + prepend references = @./Meshes/plate_0025.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.6406950588261724, 1.3610568542480475, 0.9170163109217611) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0005" ( + prepend references = @./Meshes/book_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (9.942499618528494, 1.675184326155976, 0.5950440149305494) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0006" ( + prepend references = @./Meshes/book_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (9.955212348939598, 1.6662396125937238, 0.5409447278974546) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0007" ( + prepend references = @./Meshes/book_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (9.943440696716321, 1.669298389434915, 0.5641164240837266) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0008" ( + prepend references = @./Meshes/book_0008.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (9.943370338439955, 1.667362571716304, 0.5171692395228266) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0005" ( + prepend references = @./Meshes/ornament_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (9.957477375023124, 1.921821718221537, 0.5458428669000598) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0006" ( + prepend references = @./Meshes/ornament_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (9.922029644010182, 1.6769367561116875, 0.6395176193249732) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0007" ( + prepend references = @./Meshes/ornament_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (10.063229707707286, 1.9195031891004082, 0.6703880081183587) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0008" ( + prepend references = @./Meshes/ornament_0008.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (9.946338829015597, 0.8278127441500425, 0.6305675354009134) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0009" ( + prepend references = @./Meshes/ornament_0009.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.4929999, 1.4706001, 1.4896) + double3 xformOp:translate = (1.0396985929253209, 2.503421782733863, 3.156158806303219) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0010" ( + prepend references = @./Meshes/ornament_0010.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.4929999, 1.4706001, 1.4896) + double3 xformOp:translate = (1.0232736218674188, -0.6071287973052887, 1.7729204073755227) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0011" ( + prepend references = @./Meshes/ornament_0011.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.4929999, 1.4706001, 1.4896) + double3 xformOp:translate = (1.039697882704138, 3.095282719966787, 2.5882963472592384) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0012" ( + prepend references = @./Meshes/ornament_0012.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.4929999, 1.4706001, 1.4896) + double3 xformOp:translate = (1.02866809733663, 3.0307245741616344, 1.9777916172982177) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0013" ( + prepend references = @./Meshes/ornament_0013.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.4929999, 1.4706001, 1.4896) + double3 xformOp:translate = (1.0382901829582096, -0.49730372019441005, 0.7511074669999653) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0014" ( + prepend references = @./Meshes/ornament_0014.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.4929999, 1.4706001, 1.4896) + double3 xformOp:translate = (1.0774893669461443, 2.895257333462796, 1.2297947452509108) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0015" ( + prepend references = @./Meshes/ornament_0015.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.4929999, 1.4706001, 1.4896) + double3 xformOp:translate = (1.031641642174626, -0.07772594891941367, 2.572636737502126) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0016" ( + prepend references = @./Meshes/ornament_0016.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.4929999, 1.4706001, 1.4896) + double3 xformOp:translate = (1.059826146054213, -0.4810151103106142, 3.1895591147709994) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0017" ( + prepend references = @./Meshes/ornament_0017.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.4929999, 1.4706001, 1.4896) + double3 xformOp:translate = (1.059825295564192, 3.465439172125722, 3.1898036941317143) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0018" ( + prepend references = @./Meshes/ornament_0018.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.4929999, 1.4706001, 1.4896) + double3 xformOp:translate = (1.026351246068982, 0.033555556163574356, 1.9391689683998448) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0019" ( + prepend references = @./Meshes/ornament_0019.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.4929999, 1.4706001, 1.4896) + double3 xformOp:translate = (1.068782651665524, 0.18229046951030853, 1.26965964567712) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0020" ( + prepend references = @./Meshes/ornament_0020.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.4929999, 1.4706001, 1.4896) + double3 xformOp:translate = (1.0716332953128653, 3.5695983216774043, 0.7282448103204034) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0021" ( + prepend references = @./Meshes/ornament_0021.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.4929999, 1.4706001, 1.4896) + double3 xformOp:translate = (1.0607646039721323, 3.6585064703553303, 1.8511041168982776) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0023" ( + prepend references = @./Meshes/ornament_0023.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.699160606339687, 1.983031394970364, 1.1023539221067393) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0024" ( + prepend references = @./Meshes/ornament_0024.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.6499391148007447, 1.8304263992267675, 1.0651939262247876) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0004" ( + prepend references = @./Meshes/cabinet_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (9.935819991952942, 1.5081342153481299, 0.24993728848423719) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0005" ( + prepend references = @./Meshes/cabinet_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.4929999, 1.4706001, 1.4896) + double3 xformOp:translate = (1.018045177577485, 1.5049735550530567, 1.8544443212089947) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0006" ( + prepend references = @./Meshes/cabinet_0006.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.6945714569032804, 1.590374450681825, 0.4532100545973038) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_decoration_0000" ( + prepend references = @./Meshes/wall_decoration_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.6053, 0.6053, 0.6053) + double3 xformOp:translate = (-2.882711848981518, 1.547440975740175, 1.5978040701554086) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0000" ( + prepend references = @./Meshes/table_lamp_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (5.088456649785143, 3.0252318725558283, 0.754176986687329) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0001" ( + prepend references = @./Meshes/table_lamp_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (5.091972274785142, 0.00020740514717090263, 0.754176986687329) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0000" ( + prepend references = @./Meshes/throw_pillow_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-1, 0.8794, 1) + double3 xformOp:translate = (5.0880294017996075, 2.2448356555011872, 0.5869144460908509) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0001" ( + prepend references = @./Meshes/throw_pillow_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-1, 0.8794, 1) + double3 xformOp:translate = (4.90921835866351, 1.9135986097384656, 0.5638053152147252) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0002" ( + prepend references = @./Meshes/throw_pillow_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-1, 0.8794, 1) + double3 xformOp:translate = (4.955619975560992, 1.519337083415749, 0.5909480209040301) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0003" ( + prepend references = @./Meshes/throw_pillow_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-1, 0.8794, 1) + double3 xformOp:translate = (4.919220268513812, 1.1180253161382485, 0.563806810575771) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0004" ( + prepend references = @./Meshes/throw_pillow_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-1, 0.8794, 1) + double3 xformOp:translate = (5.129822277778332, 0.7967456583671844, 0.5798335647393822) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0005" ( + prepend references = @./Meshes/throw_pillow_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-1, 0.8794, 1) + double3 xformOp:translate = (5.170595808301048, 2.4261383357465496, 0.5016130354086445) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0006" ( + prepend references = @./Meshes/throw_pillow_0006.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-1, 0.8794, 1) + double3 xformOp:translate = (5.116881993483213, 0.575094775718337, 0.5084868909994649) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0013" ( + prepend references = @./Meshes/throw_pillow_0013.usd@ + ) + { + quatf xformOp:orient = (0.99904823, -0, 0.043619387, 0) + float3 xformOp:scale = (-0.82379997, 0.787, 1) + double3 xformOp:translate = (5.9447590587118615, 3.0034698991087363, 0.5196750509220285) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0014" ( + prepend references = @./Meshes/throw_pillow_0014.usd@ + ) + { + quatf xformOp:orient = (0.99904823, 0, 0.043619126, 0) + float3 xformOp:scale = (-0.82379997, 0.787, 1) + double3 xformOp:translate = (6.8575204833212045, 3.000565846374361, 0.5156750356632395) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "throw_pillow_0014" + { + over "mesh_0000" + { + over "SM_Clutter_0003_Part_0001" + { + token visibility = "inherited" + } + } + } + } + + over "Looks" + { + over "MI_56ab0439e4b03b5c468e09ef" + { + over "MI_5907f9d437b50e5df1fe0644" + { + float4 inputs:Gloss_Color = (0.5, 0.5, 0.5, 1) + float inputs:IsBaseColorTex = 1 + } + } + } + } + + def Xform "sofa_0000" ( + prepend references = @./Meshes/sofa_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-1, 0.8794, 1) + double3 xformOp:translate = (5.073258138522234, 1.5024218750806158, 0.34232012387294064) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0001" ( + prepend references = @./Meshes/sofa_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (6.189208007812267, 0.07391078186121945, 0.1865136892440416) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0002" ( + prepend references = @./Meshes/sofa_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-0.82379997, 0.787, 1) + double3 xformOp:translate = (6.419755892472312, 2.95183452921292, 0.38405150815177097) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0001" ( + prepend references = @./Meshes/television_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.5, 1.4999999, 1.4999999) + double3 xformOp:translate = (10.11901179519239, 1.517979066421168, 1.524964820824942) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0001" ( + prepend references = @./Meshes/vase_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (10.011294591901493, 2.0421351985781664, 0.5977489339937889) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0001" ( + prepend references = @./Meshes/chair_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.2986332177774028, 1.5957928161311656, 0.4870267196116492) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0002" ( + prepend references = @./Meshes/chair_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.6026111755329497, 2.3340138087625326, 0.486982354006451) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0003" ( + prepend references = @./Meshes/chair_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.7583406682043267, 0.8353653260636724, 0.4869605946732667) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0004" ( + prepend references = @./Meshes/chair_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.036380728757726, 1.5959103699039907, 0.48686943201088523) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0005" ( + prepend references = @./Meshes/chair_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.6077028035977798, 0.8711358345309009, 0.4869857184729448) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0006" ( + prepend references = @./Meshes/chair_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.7792949983233359, 2.284531813814582, 0.48697238177896557) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0002" ( + prepend references = @./Meshes/ceiling_light_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.12, 1.53, 3.878959042231031) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0000" ( + prepend references = @./Meshes/spot_light_0000.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (2.8145227, 1.0449553, 0.577824) + double3 xformOp:translate = (9.733887993134958, 3.4453123769915006, 3.498479037783089) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0004" ( + prepend references = @./Meshes/spot_light_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (2.8145227, 1.0449553, 0.577824) + double3 xformOp:translate = (9.733886900917296, 1.5333918225379433, 3.4984790377830883) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0008" ( + prepend references = @./Meshes/spot_light_0008.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (2.8145227, 1.0449553, 0.577824) + double3 xformOp:translate = (1.782292534150583, 3.4453123769915006, 3.498479037783089) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0009" ( + prepend references = @./Meshes/spot_light_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (2.8145227, 1.0449553, 0.577824) + double3 xformOp:translate = (5.74942621584849, -0.41748030759454197, 3.498479037783088) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0010" ( + prepend references = @./Meshes/spot_light_0010.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (2.8145227, 1.0449553, 0.577824) + double3 xformOp:translate = (1.7822911367571397, 1.5333919751258338, 3.4984790377830883) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0011" ( + prepend references = @./Meshes/spot_light_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.74942621584849, 3.4453126230084856, 3.448040612611932) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0014" ( + prepend references = @./Meshes/spot_light_0014.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (2.8145227, 1.0449553, 0.577824) + double3 xformOp:translate = (9.733887993134958, -0.4174804773175817, 3.498479037783089) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0015" ( + prepend references = @./Meshes/spot_light_0015.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (2.8145227, 1.0449553, 0.577824) + double3 xformOp:translate = (1.782292534150583, -0.4174804773175817, 3.498479037783089) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0016" ( + prepend references = @./Meshes/spot_light_0016.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.24, 9, 4.040000000000001) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0017" ( + prepend references = @./Meshes/spot_light_0017.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.05, 9, 4.040000000000001) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0018" ( + prepend references = @./Meshes/spot_light_0018.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.24, 6.65, 4.040000000000001) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0019" ( + prepend references = @./Meshes/spot_light_0019.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.24, 4.94, 4.040000000000001) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0020" ( + prepend references = @./Meshes/spot_light_0020.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.1500000000000001, 8.97, 4.040000000000001) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0000" ( + prepend references = @./Meshes/wine_set_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2255452671050546, 2.1162827911376563, 0.8646843130227212) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0001" ( + prepend references = @./Meshes/wine_set_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.6020907020569186, 1.4026422538756511, 0.8646893674966735) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0002" ( + prepend references = @./Meshes/wine_set_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.6380852031707247, 1.7729472427368984, 0.8647080633282509) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0003" ( + prepend references = @./Meshes/wine_set_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.7083266944884739, 1.956054290771458, 0.8646857359048225) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0004" ( + prepend references = @./Meshes/wine_set_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.5470171566009128, 1.2440098018646153, 0.8646659032934442) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0005" ( + prepend references = @./Meshes/wine_set_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.028240653991565, 1.033933280944795, 0.8647076055645723) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "dining_table_0000" ( + prepend references = @./Meshes/dining_table_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.17002073669433, 1.570181274414051, 0.37955349942173155) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0000" ( + prepend references = @./Meshes/chopstick_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.7613892021350815, 1.2524387779258948, 0.7629239948416083) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0001" ( + prepend references = @./Meshes/chopstick_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.5372977294778412, 1.9427528038030877, 0.7629240219186509) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0002" ( + prepend references = @./Meshes/chopstick_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.658363727570609, 1.7434543704987675, 0.762923977666695) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0003" ( + prepend references = @./Meshes/chopstick_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.6587836761484153, 1.7551163744927059, 0.7629240018662038) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0004" ( + prepend references = @./Meshes/chopstick_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.6416992721542074, 1.4292098484039049, 0.7629240049657569) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0005" ( + prepend references = @./Meshes/chopstick_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.6433122329700864, 1.4176532449719954, 0.7629240211783819) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0006" ( + prepend references = @./Meshes/chopstick_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.030176816954933, 2.0773187522908514, 0.7629240278802525) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0007" ( + prepend references = @./Meshes/chopstick_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.0404856529379967, 2.08278786850041, 0.7629240009389412) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0008" ( + prepend references = @./Meshes/chopstick_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2509718017407214, 1.0683697853113145, 0.7629239586037948) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0009" ( + prepend references = @./Meshes/chopstick_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2417686843706413, 1.0611937675510419, 0.76292400783718) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0010" ( + prepend references = @./Meshes/chopstick_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.5264812526557558, 1.9471358375570722, 0.7629239940236836) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0011" ( + prepend references = @./Meshes/chopstick_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.7514997062855181, 1.2586317863486918, 0.762923983516753) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "ceiling" + { + def Xform "ceiling_0000" ( + prepend references = @./Meshes/ceiling_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.6033, 1.0381, 1) + double3 xformOp:translate = (8.0370556640625, 4.7541357421875, 3.6081342565628507) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0001" ( + prepend references = @./Meshes/ceiling_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.6033, 1.0892, 1) + double3 xformOp:translate = (3.23854736328125, 4.7422412109375, 3.536691385469101) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0002" ( + prepend references = @./Meshes/ceiling_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.5158, 1.4253001, 1) + double3 xformOp:translate = (-0.31457244873046875, 4.85763671875, 3.606251029018859) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0003" ( + prepend references = @./Meshes/ceiling_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.6149278600000003, 2.51413757, 3.49) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0004" ( + prepend references = @./Meshes/ceiling_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (7.97242725, 7.6186374500000005, 3.5500000000000003) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "ceiling_0004" + { + over "mesh_0024" + { + over "SM_Ceiling_0247" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + } + } + } + + def Xform "ceiling_0005" ( + prepend references = @./Meshes/ceiling_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.2769267600000003, 7.6186374500000005, 3.475) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0006" ( + prepend references = @./Meshes/ceiling_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (5.58942725, 4.754137210000001, 3.5500000000000003) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0007" ( + prepend references = @./Meshes/ceiling_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.31457251, 7.11413721, 2) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0008" ( + prepend references = @./Meshes/ceiling_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.12707251, -2.57486206, 3.5500000000000003) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0009" ( + prepend references = @./Meshes/ceiling_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.6149150100000003, 2.77319016, 4.05) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "kitchen_5059" + { + def Xform "cabinet_0002" ( + prepend references = @./Meshes/cabinet_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (-1.2977644958754626, -3.847611167899426, 2.0808106135254385) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0003" ( + prepend references = @./Meshes/cabinet_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (-1.5317225639136907, -2.9311322020952413, 0.4000343007208458) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0000" ( + prepend references = @./Meshes/ceiling_light_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.1276916046234828, -2.5748400726316905, 3.5084638959581773) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0000" ( + prepend references = @./Meshes/other_cooker_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (-1.4803724212647091, -3.7566333465576136, 0.6985896042793995) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "range_hood_0000" ( + prepend references = @./Meshes/range_hood_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (-1.5477644501309136, -3.7666603393548215, 1.9517183949237147) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "basin_0000" ( + prepend references = @./Meshes/basin_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (-2.6555013656406707, -2.752141174296084, 0.7115048192616209) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0006" ( + prepend references = @./Meshes/wine_set_0006.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.6125710760651053, -3.8799428983145137, 0.898612589594594) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cookware_0000" ( + prepend references = @./Meshes/cookware_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.6858691490225253, -3.76045205181938, 0.8881604911385352) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cookware_0001" ( + prepend references = @./Meshes/cookware_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2135166310603926, -3.740733048370024, 0.8620542240946009) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "other" + { + def Xform "hardware_decoration_0000" ( + prepend references = @./Meshes/hardware_decoration_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0189, 1.0714, 1) + double3 xformOp:translate = (9.439912109375, 3.99321044921875, 3.802169901094101) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "hardware_decoration_0001" ( + prepend references = @./Meshes/hardware_decoration_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0189, 1.0714, 1) + double3 xformOp:translate = (1.797113037109375, 3.99068115234375, 3.8019721471878505) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillar_0000" ( + prepend references = @./Meshes/pillar_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9927, 0.9947001, 0.628) + double3 xformOp:translate = (10.411027622633721, 3.5092651277962204, 2.000000040658862) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillar_0001" ( + prepend references = @./Meshes/pillar_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9927, 0.9947001, 0.628) + double3 xformOp:translate = (10.438713169508722, -0.48770386634440455, 2.000000040658862) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0000" ( + prepend references = @./Meshes/doorsill_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.11507201, -0.97786215, 0.0049949093785835435) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "doorsill_0000" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + + over "mesh_0002" + { + token visibility = "invisible" + } + + over "mesh_0003" + { + token visibility = "invisible" + } + + over "mesh_0004" + { + token visibility = "invisible" + } + + over "mesh_0005" + { + token visibility = "invisible" + } + } + } + } + + def Xform "doorsill_0001" ( + prepend references = @./Meshes/doorsill_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.2779384800000004, -0.97786227, 0.0049949093785835435) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "doorsill_0001" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0003" + { + token visibility = "invisible" + } + + over "mesh_0004" + { + token visibility = "invisible" + } + } + } + } + + def Xform "doorsill_0002" ( + prepend references = @./Meshes/doorsill_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.2414275, 6.00613745, 0.0049949093785835435) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "doorsill_0002" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + + over "mesh_0002" + { + token visibility = "invisible" + } + + over "mesh_0003" + { + token visibility = "invisible" + } + + over "mesh_0004" + { + token visibility = "invisible" + } + + over "mesh_0005" + { + token visibility = "invisible" + } + } + } + } + + def Xform "doorsill_0003" ( + prepend references = @./Meshes/doorsill_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.2414275, 8.22213745, 0.0049949093785835435) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "doorsill_0003" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + + over "mesh_0002" + { + token visibility = "invisible" + } + + over "mesh_0003" + { + token visibility = "invisible" + } + + over "mesh_0004" + { + token visibility = "invisible" + } + + over "mesh_0005" + { + token visibility = "invisible" + } + } + } + } + + def Xform "doorsill_0004" ( + prepend references = @./Meshes/doorsill_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.79592761, 3.98913757, 0.0049949093785835435) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "doorsill_0004" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + + over "mesh_0002" + { + token visibility = "invisible" + } + + over "mesh_0003" + { + token visibility = "invisible" + } + + over "mesh_0004" + { + token visibility = "invisible" + } + } + } + } + + def Xform "doorsill_0005" ( + prepend references = @./Meshes/doorsill_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.92942676, 5.51913745, 0.0049949093785835435) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "doorsill_0005" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + + over "mesh_0002" + { + token visibility = "invisible" + } + + over "mesh_0003" + { + token visibility = "invisible" + } + + over "mesh_0004" + { + token visibility = "invisible" + } + + over "mesh_0005" + { + token visibility = "invisible" + } + } + } + } + + def Xform "doorsill_0006" ( + prepend references = @./Meshes/doorsill_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (6.415426760000001, 5.51913745, 0.0049949093785835435) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "doorsill_0006" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + + over "mesh_0002" + { + token visibility = "invisible" + } + + over "mesh_0003" + { + token visibility = "invisible" + } + + over "mesh_0004" + { + token visibility = "invisible" + } + + over "mesh_0005" + { + token visibility = "invisible" + } + } + } + } + + def Xform "doorsill_0007" ( + prepend references = @./Meshes/doorsill_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (9.438927730000001, 3.9891377, 0.0049949093785835435) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "doorsill_0007" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + + over "mesh_0002" + { + token visibility = "invisible" + } + + over "mesh_0003" + { + token visibility = "invisible" + } + + over "mesh_0004" + { + token visibility = "invisible" + } + } + } + } + + def Xform "window_0000" ( + prepend references = @./Meshes/window_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (7.971557850000001, 9.751691970000001, 2.7999995609378594) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0001" ( + prepend references = @./Meshes/window_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.2689282100000003, 9.751691970000001, 2.5999995509378584) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0002" ( + prepend references = @./Meshes/window_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.01933586, 1.58413771, 2.7439985809378586) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0003" ( + prepend references = @./Meshes/window_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (7.94492698, -0.94430836, 1.9999995209378585) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "door_0000" ( + prepend references = @./Meshes/door_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.92942797, 5.53608163, 1.3359994839378586) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0000" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0001" ( + prepend references = @./Meshes/door_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.24142755999999999, 8.24440145, 0.9834994919378585) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0001" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0002" ( + prepend references = @./Meshes/door_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.24142755999999999, 6.02840108, 0.9834994919378585) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0002" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0003" ( + prepend references = @./Meshes/door_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.27793947, -1.0139550400000001, 1.5117493639378587) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0003" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0004" ( + prepend references = @./Meshes/door_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.1150726400000002, -0.97786221, 1.1998166296097337) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0004" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0005" ( + prepend references = @./Meshes/door_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.41542773, 5.53635901, 1.3359994839378586) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0005" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + } + + def Scope "unknown_3749" + { + def Xform "bathroom_product_0000" ( + prepend references = @./Meshes/bathroom_product_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2039058216490346, 7.610882980184725, 1.2107491011391298) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0001" ( + prepend references = @./Meshes/ceiling_light_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.28, 7.05, 1.9867887990883928) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "unknown_729" + { + def Xform "spot_light_0001" ( + prepend references = @./Meshes/spot_light_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (2.8145227, 1.0449553, 0.577824) + double3 xformOp:translate = (5.686522163114115, 4.240400818809267, 3.498479037783088) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0002" ( + prepend references = @./Meshes/spot_light_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (2.8145227, 1.0449553, 0.577824) + double3 xformOp:translate = (8.037056831082865, 5.267872742637392, 3.498479037783088) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0003" ( + prepend references = @./Meshes/spot_light_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (2.8145227, 1.0449553, 0.577824) + double3 xformOp:translate = (8.037056831082865, 4.240400818809267, 3.498479037783088) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0005" ( + prepend references = @./Meshes/spot_light_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (2.8145227, 1.0449553, 0.577824) + double3 xformOp:translate = (3.23854486819224, 5.267872742637392, 3.498479037783088) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0006" ( + prepend references = @./Meshes/spot_light_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (2.8145227, 1.0449553, 0.577824) + double3 xformOp:translate = (3.23854486819224, 4.228503846153017, 3.498479037783088) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0007" ( + prepend references = @./Meshes/spot_light_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (2.8145227, 1.0449553, 0.577824) + double3 xformOp:translate = (10.053877991660823, 4.742241569796504, 3.498479037783087) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0012" ( + prepend references = @./Meshes/spot_light_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (2.8145227, 1.0449553, 0.577824) + double3 xformOp:translate = (5.686522163114115, 5.267872742637392, 3.498479037783088) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0013" ( + prepend references = @./Meshes/spot_light_0013.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (2.8145227, 1.0449553, 0.577824) + double3 xformOp:translate = (1.1283662118756659, 4.754138542452755, 3.498479037783087) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "floor" + { + def Xform "floor_0000" ( + prepend references = @./Meshes/floor_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.6149277300000002, 4.3701377, -9.377254173159599e-9) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0001" ( + prepend references = @./Meshes/floor_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.12707275, -2.5748623, -9.377254173159599e-9) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0002" ( + prepend references = @./Meshes/floor_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.27692639, 7.6186374500000005, 0.00004490939050447217) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "floor_0002" + { + over "mesh_0004" + { + over "SM_Floor_0009" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + } + } + } + + def Xform "floor_0003" ( + prepend references = @./Meshes/floor_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (7.97242725, 7.6186374500000005, 0.00004490939050447217) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "floor_0003" + { + over "mesh_0004" + { + over "SM_Floor_0004" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + + over "Looks" + { + } + } + } + } + + over "Looks" + { + def Material "Wood_05" + { + token outputs:mdl:displacement.connect = + token outputs:mdl:surface.connect = + token outputs:mdl:volume.connect = + + def Shader "Shader" + { + uniform token info:implementationSource = "sourceAsset" + uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@ + uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR" + asset inputs:diffuse_texture = @./Materials/Textures/Wood03.jpeg@ ( + colorSpace = "auto" + ) + float inputs:reflection_roughness_constant = 0.19999999 + float inputs:specular_level = 0.71999997 + token outputs:out ( + renderType = "material" + ) + } + } + } + } + + def Xform "floor_0004" ( + prepend references = @./Meshes/floor_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (5.5894268799999995, 4.754137210000001, 0.00004490939050447217) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0005" ( + prepend references = @./Meshes/floor_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.31457275390625006, 7.1141376953125, -9.377254173159599e-9) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0006" ( + prepend references = @./Meshes/floor_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.6149150100000003, 2.77319016, -0.3000050906214165) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "wall" + { + def Xform "wall_0000" ( + prepend references = @./Meshes/wall_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (5.65993011, 7.61864014, 1.9999949093785836) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "wall_0000" + { + over "mesh_0000" + { + over "SM_Wall_Merged_0000" + { + over "Section23" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + } + } + } + } + + def Xform "wall_0001" ( + prepend references = @./Meshes/wall_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.895919, 6.7746402, 2.0013051992701367) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0002" ( + prepend references = @./Meshes/wall_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (5.589413950000001, 5.517145080000001, 1.9999949093785836) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "wall_0002" + { + over "mesh_0000" + { + over "SM_Wall_Merged_0002" + { + over "Section23" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + } + } + } + } + + def Xform "wall_0003" ( + prepend references = @./Meshes/wall_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.6149150100000003, 9.70914001, 1.9999949093785836) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "wall_0003" + { + over "mesh_0000" + { + over "SM_Wall_Merged_0003" + { + over "Section19" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + } + } + } + } + + def Xform "wall_0004" ( + prepend references = @./Meshes/wall_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.0460699499999997, 2.77314011, 1.9999949093785836) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0005" ( + prepend references = @./Meshes/wall_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.53207001, 7.11414001, 1.9999949093785836) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0006" ( + prepend references = @./Meshes/wall_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.1270709600000002, -4.17186005, 1.9999949093785836) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0007" ( + prepend references = @./Meshes/wall_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.6849150100000005, -0.96886101, 1.9999622927349991) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0008" ( + prepend references = @./Meshes/wall_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.8009274700000001, -2.64486153, 1.9999949093785836) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0009" ( + prepend references = @./Meshes/wall_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (5.5104139299999995, 3.98263, 1.9998381634987892) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "wall_0009" + { + over "mesh_0000" + { + over "SM_Wall_Merged_0010" + { + over "Section6" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + } + } + } + + over "Looks" + { + over "Wall" + { + over "Shader" + { + float inputs:bump_factor = 0 + float inputs:detail_bump_factor = 0 + bool inputs:flip_tangent_v = 0 + float inputs:geometry_normal_roughness_strength = 0 + } + } + } + } + + def Xform "wall_0010" ( + prepend references = @./Meshes/wall_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.39357197, 8.23113983, 1.9999949093785836) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0011" ( + prepend references = @./Meshes/wall_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.39357197, 5.9971402000000005, 1.9999949093785836) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0012" ( + prepend references = @./Meshes/wall_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (10.273899839999999, 4.37014011, 2.000124233535025) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "wall_0012" + { + over "mesh_0000" + { + over "SM_Wall_Merged_0008" + { + over "Section15" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + + over "Section16" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + } + } + } + } + } + } + + def "Rendering" + { + def "Lights" + { + def DistantLight "DirectionalLight" + { + float angle = 0.5357 + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + color3f color = (1, 1, 1) + float colorTemperature = 6500 + bool enableColorTemperature = 0 + float inputs:angle = 0.5357 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 1989.4366 + bool inputs:normalize = 0 + float inputs:specular = 1 + float intensity = 1989.4366 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DistantLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (0.8337002405165144, 0.4197735758768744, 0.2430096278351081, 0.26397040504134234) + double3 xformOp:scale = (2.5, 2.5, 2.5) + double3 xformOp:translate = (6.348167096298403, 1.9550292968364469, 1.999999999999983) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def DomeLight "DomeLight" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float guideRadius = 100000 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 1 + float inputs:intensity = 1000 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 1 + asset inputs:texture:file = @./bloem_hill_01_4k.hdr@ + token inputs:texture:format = "latlong" + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DomeLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (0.7826081568524139, 0, 0, 0.6225146366376196) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0, 0, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } +} + diff --git a/kujiale_0008/rooms.json b/kujiale_0008/rooms.json new file mode 100644 index 0000000000000000000000000000000000000000..4840d6479ea4c3ba4d2e864d7661f90c0b4610eb --- /dev/null +++ b/kujiale_0008/rooms.json @@ -0,0 +1 @@ +[{"room_type": "living room", "polygon": [[-2.915072509765625, 9.5781376953125], [-2.915072509765625, -0.8378623046875], [0.8009275512695313, -0.8378623046875], [10.144927734375, -0.8378623046875], [10.144927734375, 3.8491376953125003], [0.7539275512695313, 3.8491376953125003], [0.7539275512695313, 5.5191376953125], [0.7539275512695313, 5.8661376953125], [-1.663072509765625, 5.8661376953125], [-1.663072509765625, 8.3621376953125], [0.7539275512695313, 8.3621376953125], [0.7539275512695313, 9.5781376953125]]}, {"room_type": "bedroom", "polygon": [[5.519927734375, 9.5781376953125], [1.033927490234375, 9.5781376953125], [1.033927490234375, 8.222137695312501], [1.033927490234375, 6.0061376953125], [1.033927490234375, 5.6591376953125], [5.519927734375, 5.6591376953125]]}, {"room_type": "Bedroom", "polygon": [[5.799927734375, 5.6591376953125], [10.144927734375, 5.6591376953125], [10.144927734375, 9.5781376953125], [5.799927734375, 9.5781376953125]]}, {"room_type": "unknown", "polygon": [[1.033927490234375, 5.3791376953125], [1.033927490234375, 4.1291376953125], [10.144927734375, 4.1291376953125], [10.144927734375, 5.3791376953125], [5.6599277343750005, 5.3791376953125]]}, {"room_type": "kitchen", "polygon": [[-2.915072509765625, -4.0318623046875], [0.6609275512695313, -4.0318623046875], [0.6609275512695313, -1.1178623046875], [-2.915072509765625, -1.1178623046875]]}, {"room_type": "unknown", "polygon": [[0.7539275512695313, 8.0821376953125], [-1.3830725097656251, 8.0821376953125], [-1.3830725097656251, 6.1461376953125], [0.7539275512695313, 6.1461376953125]]}] \ No newline at end of file diff --git a/kujiale_0009/.thumbs/256x256/kujiale_0009.usda.png b/kujiale_0009/.thumbs/256x256/kujiale_0009.usda.png new file mode 100644 index 0000000000000000000000000000000000000000..f08873d310b6336a2a437c534ffcff6977bad118 --- /dev/null +++ b/kujiale_0009/.thumbs/256x256/kujiale_0009.usda.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:8b652f8c228e017214a3c0b47e638bcce04882d2fe77ee6ced64e5db22831210 +size 93719 diff --git a/kujiale_0009/Materials/BasicShapeMaterial.mdl b/kujiale_0009/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/kujiale_0009/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0009/Materials/MI_59fb24e65c26a05d18b67384.mdl b/kujiale_0009/Materials/MI_59fb24e65c26a05d18b67384.mdl new file mode 100644 index 0000000000000000000000000000000000000000..c775d46cdde65f44a8043541a4fb05acfb78b0af --- /dev/null +++ b/kujiale_0009/Materials/MI_59fb24e65c26a05d18b67384.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_59fb24e65c26a05d18b67384( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0009/Materials/MI_5d5f9cf2b5a3a90001133573.mdl b/kujiale_0009/Materials/MI_5d5f9cf2b5a3a90001133573.mdl new file mode 100644 index 0000000000000000000000000000000000000000..774830022511f9d379f55611e3ac743edcedf033 --- /dev/null +++ b/kujiale_0009/Materials/MI_5d5f9cf2b5a3a90001133573.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5d5f9cf2b5a3a90001133573( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0009/Materials/MI_5f8695a217e93b0001a7722f.mdl b/kujiale_0009/Materials/MI_5f8695a217e93b0001a7722f.mdl new file mode 100644 index 0000000000000000000000000000000000000000..0d665125c78719d33970f2d8a4a87bd2d49b464f --- /dev/null +++ b/kujiale_0009/Materials/MI_5f8695a217e93b0001a7722f.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5f8695a217e93b0001a7722f( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0009/Materials/M_BaseMaterial.mdl b/kujiale_0009/Materials/M_BaseMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ed00d16934cd045cadecb7db4bb5dd5ddc8dd3e7 --- /dev/null +++ b/kujiale_0009/Materials/M_BaseMaterial.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0009/Materials/M_BaseMaterial_twosided.mdl b/kujiale_0009/Materials/M_BaseMaterial_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..34a066551136042c8b515bc0777c0e436c62c466 --- /dev/null +++ b/kujiale_0009/Materials/M_BaseMaterial_twosided.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_twosided( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0009/Materials/M_BaseMaterial_v2.mdl b/kujiale_0009/Materials/M_BaseMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..154aecae651add78223e5fe6138f215211f152d3 --- /dev/null +++ b/kujiale_0009/Materials/M_BaseMaterial_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0009/Materials/M_BaseMaterial_v2_twosided.mdl b/kujiale_0009/Materials/M_BaseMaterial_v2_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7d90fc45fb437460e27004b226156b66a976f877 --- /dev/null +++ b/kujiale_0009/Materials/M_BaseMaterial_v2_twosided.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2_twosided( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0009/Materials/M_TranslucentMaterial.mdl b/kujiale_0009/Materials/M_TranslucentMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..0452d78794ea94cb1040fdf3244e688785b52118 --- /dev/null +++ b/kujiale_0009/Materials/M_TranslucentMaterial.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0009/Materials/M_TranslucentMaterial_v2.mdl b/kujiale_0009/Materials/M_TranslucentMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..6cef6519dd94a7d9f305169cecdb1d5512581737 --- /dev/null +++ b/kujiale_0009/Materials/M_TranslucentMaterial_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0009/Materials/OmniUe4Base.mdl b/kujiale_0009/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a441fbaf28040302c7aaabfbcf14b24a85bdf643 --- /dev/null +++ b/kujiale_0009/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/kujiale_0009/Materials/OmniUe4Function.mdl b/kujiale_0009/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..84f4f0da48ff31d03ee611373fe3a4d2e04c9079 --- /dev/null +++ b/kujiale_0009/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/kujiale_0009/Materials/OmniUe4Translucent.mdl b/kujiale_0009/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..483a83004b8f7d5bf820a7905d06ea2d7d5894af --- /dev/null +++ b/kujiale_0009/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/kujiale_0009/Materials/Textures/BlackPlaceholder.png b/kujiale_0009/Materials/Textures/BlackPlaceholder.png new file mode 100644 index 0000000000000000000000000000000000000000..cf498a3f19c07112845752ecd2523a666d8d13b5 --- /dev/null +++ b/kujiale_0009/Materials/Textures/BlackPlaceholder.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid 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.::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float Local19 = math::lerp(0.0,0.5,Local12.y); + float Local20 = math::lerp(0.7,1.0,Local9.y); + float Local21 = math::lerp(Local20,1.0,0.0); + float Local22 = (Local21 * 1.0); + float Local23 = (Local19 + Local22); + float Local24 = math::min(math::max(Local23,0.0),1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local18,Local18,Local18); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Local24; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git 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--- /dev/null +++ b/kujiale_0009/kujiale_0009.usda @@ -0,0 +1,2800 @@ +#usda 1.0 +( + customLayerData = { + dictionary cameraSettings = { + dictionary Front = { + double3 position = (500, 0, 0) + double radius = 5 + } + dictionary Perspective = { + double3 position = (-4.7891877803535206, -2.723046922211488, 1.4472540211782967) + double3 target = (-2.738707507444301, 1.2338366770419045, 1.0054121153805842) + } + dictionary Right = { + double3 position = (0, -500, 0) + double radius = 5 + } + dictionary Top = { + double3 position = (0, 0, 500) + double radius = 5 + } + string boundCamera = "/OmniverseKit_Persp" + } + dictionary omni_layer = { + string authoring_layer = "./kujiale_0009.usda" + } + dictionary renderSettings = { + double "rtx:post:tonemap:cm2Factor" = 1448.1546630859375 + double "rtx:post:tonemap:exposureTime" = 0.000016666666851961054 + double "rtx:post:tonemap:fNumber" = 2.799999952316284 + double "rtx:reflections:maxRoughness" = 1 + token "rtx:rendermode" = "PathTracing" + } + } + defaultPrim = "Root" + metersPerUnit = 1 + upAxis = "Z" +) + +def Xform "Root" +{ + def Scope "Meshes" + { + def Scope "other" + { + def Xform "door_0000" ( + prepend references = @./Meshes/door_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.7929814387857914, 0.4852213077429127, 1.1184995136669176) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0000" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0001" ( + prepend references = @./Meshes/door_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.4270000296235095, -4.752499991059303, 1.055999514735595) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0001" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0002" ( + prepend references = @./Meshes/door_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.563000500947237, 0.46799999073147774, 1.1117495155663346) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0002" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0003" ( + prepend references = @./Meshes/door_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.715997586561712, -2.042796989619733, 1.2459995170668154) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0003" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "inherited" + } + } + } + } + + def Xform "door_0004" ( + prepend references = @./Meshes/door_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.0710002376139165, -0.7147788448449779, 1.1184995136669176) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0004" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0005" ( + prepend references = @./Meshes/door_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.782000131011009, -5.300904794721375, 1.0617495148212766) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0005" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + } + } + } + + def Xform "window_0000" ( + prepend references = @./Meshes/window_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.5462367420179317, -4.932372908713323, 1.6499995379979295) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0001" ( + prepend references = @./Meshes/window_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.661236650465198, -0.7365295197963713, 1.4999995357627554) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0002" ( + prepend references = @./Meshes/window_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.505500501506031, 4.6300166464152355, 1.6499995379979295) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0003" ( + prepend references = @./Meshes/window_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.14700011610984803, -3.7779838417542555, 2.9999995804662394) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0004" ( + prepend references = @./Meshes/window_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.6895137717872513, 6.182446793232519, 1.299999514722316) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0005" ( + prepend references = @./Meshes/window_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.17650021620094777, 6.182516037367525, 1.299999514722316) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0006" ( + prepend references = @./Meshes/window_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.3430004993826152, -3.7779838417542555, 1.6499995379979295) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0000" ( + prepend references = @./Meshes/doorsill_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (5.713, -1.63463208, 1.7999949999997626) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0001" ( + prepend references = @./Meshes/doorsill_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.79298096, 0.46799999999999997, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0003" ( + prepend references = @./Meshes/doorsill_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.07099951, -0.7320000000000001, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0004" ( + prepend references = @./Meshes/doorsill_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.4269999999999998, -4.7525, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0005" ( + prepend references = @./Meshes/doorsill_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.56299951, 0.46799999999999997, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0002" ( + prepend references = @./Meshes/doorsill_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.78199951, -5.337000000000001, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "kitchen_593740" + { + def Xform "kitchenware_0000" ( + prepend references = @./Meshes/kitchenware_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0.00005006743) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.804978399517233, -5.805038809544782, 0.9721715371354315) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0001" ( + prepend references = @./Meshes/kitchenware_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0.00005006743) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.8774147875224166, -5.805045828217204, 0.9690562455291032) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0002" ( + prepend references = @./Meshes/kitchenware_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0.00005006743) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.9807767598484081, -5.778906870400588, 0.9491116294999854) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0003" ( + prepend references = @./Meshes/kitchenware_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.2278928223226182, -5.389878547763686, 0.8930420894620179) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0004" ( + prepend references = @./Meshes/kitchenware_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.2942257710072342, -5.436416774844956, 0.8930301666255366) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0005" ( + prepend references = @./Meshes/kitchenware_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.2949557705494823, -5.51646558198913, 0.8930525436400302) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0006" ( + prepend references = @./Meshes/kitchenware_0006.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.1840198422457, -5.468382481117393, 0.9499622116550261) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "range_hood_0000" ( + prepend references = @./Meshes/range_hood_0000.usd@ + ) + { + quatf xformOp:orient = (0.00004993427, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.002308217439924032, -5.747168309374018, 1.8709133870157755) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "basin_0000" ( + prepend references = @./Meshes/basin_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.202999596482542, -4.90080842919669, 0.7369744947142575) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0000" ( + prepend references = @./Meshes/bathroom_product_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.3180126538605448, -5.1063195896248486, 1.0163426136761005) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0008" ( + prepend references = @./Meshes/cabinet_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.055497764304687676, -5.803504006250001, 1.9999995399999764) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0009" ( + prepend references = @./Meshes/cabinet_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.055500329535156254, -4.933247843734375, 0.4499995099999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0006" ( + prepend references = @./Meshes/ornament_0006.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.2587457103683077, -4.345989462852134, 0.9909009854484273) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0007" ( + prepend references = @./Meshes/ornament_0007.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.21566236495526, -4.352981295582008, 0.929173608038111) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0008" ( + prepend references = @./Meshes/ornament_0008.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.1914610443092226, -4.3662830014259155, 0.9759860989714811) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0009" ( + prepend references = @./Meshes/ornament_0009.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.315919074057883, -4.286801130303795, 0.9443081299905854) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0010" ( + prepend references = @./Meshes/ornament_0010.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.1859998006751165, -4.363238345142871, 0.9254465152856678) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0011" ( + prepend references = @./Meshes/ornament_0011.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.3172815055916678, -4.341657958990773, 0.8910404817800935) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0012" ( + prepend references = @./Meshes/ornament_0012.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.1875494785302727, -4.420719742774739, 0.8900131075048758) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0013" ( + prepend references = @./Meshes/ornament_0013.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.3253497915272912, -4.400717445376277, 0.8918233086714009) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0014" ( + prepend references = @./Meshes/ornament_0014.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.2362041034668, -4.300163312903434, 0.8913932449423186) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0015" ( + prepend references = @./Meshes/ornament_0015.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.1804589319174377, -4.293918129918904, 0.9183061744827355) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0016" ( + prepend references = @./Meshes/ornament_0016.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.2581931013960517, -4.3373298835683665, 0.8971773655072993) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0017" ( + prepend references = @./Meshes/ornament_0017.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.2025816192699323, -4.308928973201463, 0.9641648695078834) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0018" ( + prepend references = @./Meshes/ornament_0018.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.2130197358123114, -4.415500802047754, 0.9403055836740098) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0019" ( + prepend references = @./Meshes/ornament_0019.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.189272268303075, -4.333893424037429, 0.8897498104231668) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0020" ( + prepend references = @./Meshes/ornament_0020.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.2771870493870292, -4.417271622660485, 0.9118407404134566) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0021" ( + prepend references = @./Meshes/ornament_0021.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.2959269933737105, -4.288251955991562, 0.8971340887174082) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0022" ( + prepend references = @./Meshes/ornament_0022.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.2411419944735347, -4.394878412251682, 0.8878048703318691) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0023" ( + prepend references = @./Meshes/ornament_0023.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.3195155534656566, -4.3158577513711895, 0.9835233032285033) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0024" ( + prepend references = @./Meshes/ornament_0024.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.2741215715503689, -4.2887125282402065, 0.9876042744704672) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0025" ( + prepend references = @./Meshes/ornament_0025.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.2583224344226345, -4.3897474260354095, 0.9591551525207176) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0026" ( + prepend references = @./Meshes/ornament_0026.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.2335364532473556, -4.418363467214034, 0.9893139535948283) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0027" ( + prepend references = @./Meshes/ornament_0027.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.3215844287815781, -4.410763471129516, 0.9427063200017579) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0028" ( + prepend references = @./Meshes/ornament_0028.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.2917700662620584, -4.338775289534026, 0.946157437524263) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0029" ( + prepend references = @./Meshes/ornament_0029.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.2545059084853083, -4.296446775437292, 0.9425474946123283) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0030" ( + prepend references = @./Meshes/ornament_0030.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.3215446767902805, -4.36852700137878, 0.9713951360791415) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0000" ( + prepend references = @./Meshes/ceiling_light_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0029839, 0.50149196, 0.07423409) + double3 xformOp:translate = (0.12927522884154996, -4.902086225577334, 2.388415377796005) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0000" ( + prepend references = @./Meshes/storage_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.2530529861452755, -4.3548433818828505, 0.9479878213059664) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "knife_0000" ( + prepend references = @./Meshes/knife_0000.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.18022742215862, -5.8080532172043196, 1.0485480651732908) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "knife_0001" ( + prepend references = @./Meshes/knife_0001.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.1326331553905347, -5.807389541650085, 1.0206753234722954) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "knife_0002" ( + prepend references = @./Meshes/knife_0002.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.0663702013599947, -5.807332332120642, 1.0412302207816082) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "knife_0003" ( + prepend references = @./Meshes/knife_0003.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.3081883652853892, -5.818104410684573, 1.092434924782853) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "knife_0004" ( + prepend references = @./Meshes/knife_0004.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.2723802408074782, -5.8076767833533225, 1.0857973174931228) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0000" ( + prepend references = @./Meshes/shelf_0000.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.2162346621603723, -5.824419186193153, 0.9893764150623747) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0000" ( + prepend references = @./Meshes/other_cooker_0000.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.2115776824951172, -5.843777465820312, 1.0073117294316565) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0001" ( + prepend references = @./Meshes/other_cooker_0001.usd@ + ) + { + quatf xformOp:orient = (0.00004993427, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.01702319994302523, -5.73711981250937, 0.9101187646973506) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0000" ( + prepend references = @./Meshes/tray_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2000364685058706, -5.762415077209472, 0.8642737166542056) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kettle_0000" ( + prepend references = @./Meshes/kettle_0000.usd@ + ) + { + quatf xformOp:orient = (0.00004993427, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.2511444678256004, -5.720503937344457, 1.0434436114863361) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bathroom_593738" + { + def Xform "unknown_0000_703" ( + prepend references = @./Meshes/unknown_0000_703.usd@ + ) + { + quatf xformOp:orient = (1.2167965e-8, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4, -3.37, 1.2099994999999764) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0003" ( + prepend references = @./Meshes/bathroom_product_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.630608522415161, -3.526462032318115, 0.003167457364206965) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "electric_appliance_0002" ( + prepend references = @./Meshes/electric_appliance_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.49998337, 2.0000868, 2.246) + double3 xformOp:translate = (4.565499877929688, -2.6357421875, 2.401641638230405) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0014" ( + prepend references = @./Meshes/curtain_0014.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, -0.70710677) + float3 xformOp:scale = (0.8, 0.8, 0.8) + double3 xformOp:translate = (5.54, -0.76, 1.539999599999975) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "hardware_decoration_0000" ( + prepend references = @./Meshes/hardware_decoration_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.48470002, 0.5, 1.0194) + double3 xformOp:translate = (4.4941015625, -3.12813232421875, 1.0460935586799855) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0007" ( + prepend references = @./Meshes/table_0007.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, -0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.28, -0.5700000000000001, 0.5399994999999763) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0004" ( + prepend references = @./Meshes/ceiling_light_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.57, -1.19, 2.38204445160201) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0001" ( + prepend references = @./Meshes/shelf_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.7316501081876865, -3.598358046229021, 0.7557010003895513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "closestool_0000" ( + prepend references = @./Meshes/closestool_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.184921813965444, -3.268265899374926, 0.2545308000198185) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "livingroom_593736" + { + def Xform "basin_0001" ( + prepend references = @./Meshes/basin_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.0651, 1.0651, 1.0651) + double3 xformOp:translate = (-3.0072130753423694, -3.225524912001897, 0.7848304490665379) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "basin_0002" ( + prepend references = @./Meshes/basin_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.0651, 1.0651, 1.0651) + double3 xformOp:translate = (-3.257503708220068, -3.0586317364136453, 0.8955253434864128) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0001" ( + prepend references = @./Meshes/bathroom_product_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.0651, 1.0651, 1.0651) + double3 xformOp:translate = (-3.2036608225415826, -3.1735186457434326, 0.9804959118015893) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0002" ( + prepend references = @./Meshes/bathroom_product_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.0651, 1.0651, 1.0651) + double3 xformOp:translate = (-3.257503715325553, -3.3087429557071606, 0.8955665638627867) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "electric_appliance_0000" ( + prepend references = @./Meshes/electric_appliance_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.0082, 0.7609, 1.0654) + double3 xformOp:translate = (-1.6709030897210042, -3.0535065621931565, 0.9249994672999651) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "electric_appliance_0001" ( + prepend references = @./Meshes/electric_appliance_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.0082, 0.7609, 1.0654) + double3 xformOp:translate = (-1.6640525037835041, -3.0589118356306564, 1.574999467299965) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0002" ( + prepend references = @./Meshes/curtain_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0.000030360037) + float3 xformOp:scale = (0.8216, 0.7064, 0.9821) + double3 xformOp:translate = (-3.7235825958064743, 5.88412693161439, 2.42588110512535) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0003" ( + prepend references = @./Meshes/curtain_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0.000030360037) + float3 xformOp:scale = (0.8216, 0.7064, 0.9821) + double3 xformOp:translate = (-4.94916997010133, 5.91655140483739, 1.3262559614098857) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0004" ( + prepend references = @./Meshes/curtain_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0.000030360037) + float3 xformOp:scale = (0.8216, 0.7064, 0.9821) + double3 xformOp:translate = (-4.556002273898712, 5.974293713556466, 1.3117790799830438) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0005" ( + prepend references = @./Meshes/curtain_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0.000030360037) + float3 xformOp:scale = (0.8216, 0.7064, 0.9821) + double3 xformOp:translate = (-2.9065670661573604, 5.974498756600099, 1.3117378394559092) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0006" ( + prepend references = @./Meshes/curtain_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0.000030360037) + float3 xformOp:scale = (0.8216, 0.7064, 0.9821) + double3 xformOp:translate = (-2.5001890033328733, 5.916847603327835, 1.326257951991067) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0007" ( + prepend references = @./Meshes/curtain_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9089, 0.7064, 0.9821) + double3 xformOp:translate = (0.015795372427301117, 5.876451150428327, 2.4258811051253506) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0008" ( + prepend references = @./Meshes/curtain_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9089, 0.7064, 0.9821) + double3 xformOp:translate = (-1.3400203425846462, 5.9090221097801, 1.3262559614098857) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0009" ( + prepend references = @./Meshes/curtain_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9089, 0.7064, 0.9821) + double3 xformOp:translate = (-0.9050736767695707, 5.966715576482927, 1.3117790799830438) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0010" ( + prepend references = @./Meshes/curtain_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9089, 0.7064, 0.9821) + double3 xformOp:translate = (0.9196238942234186, 5.966715541451801, 1.3117378394559092) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0011" ( + prepend references = @./Meshes/curtain_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9089, 0.7064, 0.9821) + double3 xformOp:translate = (1.369184151235213, 5.9090204469100005, 1.326257951991067) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0002" ( + prepend references = @./Meshes/chandelier_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9980799, 0.94340754, 1.0101715) + double3 xformOp:translate = (0.1760632858144902, 5.0116337775077, 1.9964008652332552) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0003" ( + prepend references = @./Meshes/chandelier_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.97288704, 0.944098, 0.9325825) + double3 xformOp:translate = (-3.5690216794245204, 2.4511638836153566, 1.8241318109175937) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0004" ( + prepend references = @./Meshes/chandelier_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.82247066, 1.0471056, 0.84592986) + double3 xformOp:translate = (-3.515093014197323, -1.6787072737535789, 1.8603436830119593) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0001" ( + prepend references = @./Meshes/painting_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.277048749708364, 5.25024412742937, 1.6814509160155944) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0002" ( + prepend references = @./Meshes/painting_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.4511, 1.4511, 1.4511) + double3 xformOp:translate = (-1.4547740793762785, 2.450429687501252, 1.503589384482638) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0005" ( + prepend references = @./Meshes/painting_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.94110006, 0.94110006, 0.94110006) + double3 xformOp:translate = (-5.5778125, -0.2417076110839844, 1.5884236017155793) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0000" ( + prepend references = @./Meshes/cabinet_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8141, 1, 0.9634) + double3 xformOp:translate = (-1.8501475537148784, 5.369823368585513, 1.2499990515016728) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0001" ( + prepend references = @./Meshes/cabinet_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8141, 1, 0.9634) + double3 xformOp:translate = (-5.407001801761753, 5.375502079523012, 1.2499990515016728) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0002" ( + prepend references = @./Meshes/cabinet_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.2693236, 1.0325503, 1.0623721) + double3 xformOp:translate = (-5.395493730532253, -3.7425409985979967, 1.2499996034602254) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0003" ( + prepend references = @./Meshes/cabinet_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.86889994, 1.4, 0.96150005) + double3 xformOp:translate = (-5.41080575332642, -1.8080531311035157, 1.2499995192499607) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0004" ( + prepend references = @./Meshes/cabinet_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.9949899902343753, -2.6385774536132813, 0.4250449877927313) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0005" ( + prepend references = @./Meshes/cabinet_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.0479500122070315, 2.452933151245117, 1.2499949999997626) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0006" ( + prepend references = @./Meshes/cabinet_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.5960000000000003, 2.4275000610351563, 1.2499949999997626) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0007" ( + prepend references = @./Meshes/cabinet_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.6620499877929689, -2.2904727172851564, 1.2499949999997626) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0010" ( + prepend references = @./Meshes/cabinet_0010.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.08, -2.21, 1.2399994999999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "cabinet_0010" + { + over "mesh_0025" + { + token visibility = "inherited" + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-32.395269433029625, 108.87558046660615, 1242.8193921396207) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + } + + def Xform "ornament_0000" ( + prepend references = @./Meshes/ornament_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.6058362426757276, 1.0235082321156614, 0.7360872344950997) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0001" ( + prepend references = @./Meshes/ornament_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.6482499131151307, 2.8783322932838753, 0.46255613691015496) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0002" ( + prepend references = @./Meshes/ornament_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.6167848871999553, 2.780776919908774, 0.4863110539637632) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0003" ( + prepend references = @./Meshes/ornament_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.99850476, 1.3777359, 0.8856641) + double3 xformOp:translate = (-3.0123161652521175, 2.251127327954143, 0.20974350316104728) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0004" ( + prepend references = @./Meshes/ornament_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.99850476, 1.3777359, 0.8856641) + double3 xformOp:translate = (-3.268126682618904, 2.398387851774453, 0.3677579179115958) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0005" ( + prepend references = @./Meshes/ornament_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.99850476, 1.3777359, 0.8856641) + double3 xformOp:translate = (-3.150265247805076, 1.6627718586818423, 0.33641988606640155) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0031" ( + prepend references = @./Meshes/ornament_0031.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.86889994, 1.4, 0.96150005) + double3 xformOp:translate = (-5.423012736512561, -2.44904066515234, 0.993004310271081) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0032" ( + prepend references = @./Meshes/ornament_0032.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.86889994, 1.4, 0.96150005) + double3 xformOp:translate = (-5.423014197538942, -2.268322270210935, 0.9233181559639292) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0033" ( + prepend references = @./Meshes/ornament_0033.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.86889994, 1.4, 0.96150005) + double3 xformOp:translate = (-5.416932554197161, -1.7715675225328176, 0.9917490244384081) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0034" ( + prepend references = @./Meshes/ornament_0034.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.86889994, 1.4, 0.96150005) + double3 xformOp:translate = (-5.416931691786293, -1.4510325348936162, 0.9921883152054405) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0000" ( + prepend references = @./Meshes/table_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.6099331741334693, 1.0220293579101827, 0.309122116088314) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0001" ( + prepend references = @./Meshes/table_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.97947156, 0.9749052, 0.9774822) + double3 xformOp:translate = (-5.3371292674735065, 0.03381129917623639, 0.33745930869503354) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0002" ( + prepend references = @./Meshes/table_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.97947156, 0.9749052, 0.9774822) + double3 xformOp:translate = (-5.3371292674735065, 4.003652794574668, 0.33745930869503354) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0003" ( + prepend references = @./Meshes/table_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.99850476, 1.3777359, 0.8856641) + double3 xformOp:translate = (-3.3934644797822284, 1.9616588092757594, 0.14344971893805644) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0004" ( + prepend references = @./Meshes/table_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, -0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.06, -2.11, 0.7299994999999763) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0008" ( + prepend references = @./Meshes/table_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.000005004882812500001, 5.39, 0.5299989812011481) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0009" ( + prepend references = @./Meshes/table_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.2, 2.19, 0.6599994999999763) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0000" ( + prepend references = @./Meshes/book_0000.usd@ + ) + { + quatf xformOp:orient = (0.23630959, -0, 0, -0.97167784) + float3 xformOp:scale = (0.5006117, 0.78631765, 0.7864001) + double3 xformOp:translate = (-5.383354847608998, 5.235396087201141, 1.0741227205969615) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0001" ( + prepend references = @./Meshes/book_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.99850476, 1.3777359, 0.8856641) + double3 xformOp:translate = (-2.9131625379957997, 2.144058067333185, 0.19202527244206657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0002" ( + prepend references = @./Meshes/book_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.99850476, 1.3777359, 0.8856641) + double3 xformOp:translate = (-2.9127531468929875, 2.144256916017623, 0.21199311796263182) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0003" ( + prepend references = @./Meshes/book_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.99850476, 1.3777359, 0.8856641) + double3 xformOp:translate = (-3.1251941299798065, 1.66028154370317, 0.2936011986140744) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0004" ( + prepend references = @./Meshes/book_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.86889994, 1.4, 0.96150005) + double3 xformOp:translate = (-5.429341910552808, -1.639243654457426, 1.007437091017748) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0005" ( + prepend references = @./Meshes/book_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.86889994, 1.4, 0.96150005) + double3 xformOp:translate = (-5.43148957443228, -1.5487464348769049, 0.9724654195242373) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "toy_0000" ( + prepend references = @./Meshes/toy_0000.usd@ + ) + { + quatf xformOp:orient = (0.23630959, -0, 0, -0.97167784) + float3 xformOp:scale = (0.5006117, 0.78631765, 0.7864001) + double3 xformOp:translate = (-5.434392406033244, 5.206228618529035, 1.1504182587446228) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0000" ( + prepend references = @./Meshes/vase_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.97947156, 0.9749052, 0.9774822) + double3 xformOp:translate = (-5.340570303751791, -0.08559245129891259, 0.7410057760316786) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0001" ( + prepend references = @./Meshes/vase_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.97947156, 0.9749052, 0.9774822) + double3 xformOp:translate = (-5.340570303751791, 4.025000710984094, 0.7410057758159201) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0002" ( + prepend references = @./Meshes/vase_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.99850476, 1.3777359, 0.8856641) + double3 xformOp:translate = (-3.447484922927213, 1.8708297787006882, 0.4103321582324858) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0003" ( + prepend references = @./Meshes/vase_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.2693236, 1.0325503, 1.0623721) + double3 xformOp:translate = (-5.373671886816601, -4.125611572265625, 1.0169343482666802) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0004" ( + prepend references = @./Meshes/vase_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.2693236, 1.0325503, 1.0623721) + double3 xformOp:translate = (-5.447109985351562, -3.1345217895507815, 1.0342832964156679) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0005" ( + prepend references = @./Meshes/vase_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.03733448600768, -1.7245993309021046, 0.9691523284927566) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0006" ( + prepend references = @./Meshes/vase_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.918974370956663, -1.733856836319286, 0.9304959640447731) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0007" ( + prepend references = @./Meshes/vase_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.5, 0.5, 0.5) + double3 xformOp:translate = (2.0872301464081016, 1.2122977104187502, 1.2400568542423085) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0008" ( + prepend references = @./Meshes/vase_0008.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.86889994, 1.4, 0.96150005) + double3 xformOp:translate = (-5.402707703779364, -1.154143457224921, 0.9131596557923866) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0009" ( + prepend references = @./Meshes/vase_0009.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.6253055143580049, 2.2157593345572035, 0.4372856175552693) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0010" ( + prepend references = @./Meshes/vase_0010.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.6285444756178526, 2.06583934018477, 0.41945656558420097) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0011" ( + prepend references = @./Meshes/vase_0011.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.6270822715613327, 2.3662940273387822, 0.4437750603824527) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0000" ( + prepend references = @./Meshes/flower_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.97947156, 0.9749052, 0.9774822) + double3 xformOp:translate = (-5.287520749503504, -0.10921271452014629, 1.0179550556685757) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0001" ( + prepend references = @./Meshes/flower_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.97947156, 0.9749052, 0.9774822) + double3 xformOp:translate = (-5.287520749503504, 4.001380338090314, 1.017955055452817) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0002" ( + prepend references = @./Meshes/flower_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.99850476, 1.3777359, 0.8856641) + double3 xformOp:translate = (-3.44705614246788, 1.964660338509516, 0.6457698094390034) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0003" ( + prepend references = @./Meshes/flower_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.2693236, 1.0325503, 1.0623721) + double3 xformOp:translate = (-5.332560700689815, -3.710181954683909, 0.9698542032490886) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0004" ( + prepend references = @./Meshes/flower_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.2693236, 1.0325503, 1.0623721) + double3 xformOp:translate = (-5.286930721178829, -2.9673374153270538, 0.9581505634279606) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0005" ( + prepend references = @./Meshes/flower_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.2693236, 1.0325503, 1.0623721) + double3 xformOp:translate = (-5.335110587028839, -3.351712576459422, 0.9610377751878951) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0006" ( + prepend references = @./Meshes/flower_0006.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.2693236, 1.0325503, 1.0623721) + double3 xformOp:translate = (-5.44511552111449, -3.2780988037801877, 1.1378685896984124) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0007" ( + prepend references = @./Meshes/flower_0007.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.2693236, 1.0325503, 1.0623721) + double3 xformOp:translate = (-5.357165489298295, -4.118942560796224, 1.147514376543121) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0008" ( + prepend references = @./Meshes/flower_0008.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.5, 0.5, 0.5) + double3 xformOp:translate = (2.073375500391413, 1.2996425542760832, 1.5521185396094208) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0009" ( + prepend references = @./Meshes/flower_0009.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.5, 0.5, 0.5) + double3 xformOp:translate = (2.132414326780249, 1.1616808337758753, 1.3421429231836575) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0010" ( + prepend references = @./Meshes/flower_0010.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.5, 0.5, 0.5) + double3 xformOp:translate = (2.045284576121597, 1.143976255001679, 1.342160318218266) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0011" ( + prepend references = @./Meshes/flower_0011.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.5, 0.5, 0.5) + double3 xformOp:translate = (2.1404356890868534, 1.2432323034015953, 1.4387208096892465) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0012" ( + prepend references = @./Meshes/flower_0012.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.5, 0.5, 0.5) + double3 xformOp:translate = (2.040387421732716, 1.2663372049396107, 1.439932826656116) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0013" ( + prepend references = @./Meshes/flower_0013.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.5, 0.5, 0.5) + double3 xformOp:translate = (2.0154904756020313, 1.1911379002600446, 1.4746487976990383) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0014" ( + prepend references = @./Meshes/flower_0014.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.86889994, 1.4, 0.96150005) + double3 xformOp:translate = (-5.4167137093228845, -1.9760465982621314, 1.0250930665117415) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0000" ( + prepend references = @./Meshes/sofa_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.3755505, 1.0917547, 0.98829997) + double3 xformOp:translate = (-5.1142055691591315, 2.042241449826224, 0.41346416783136697) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0001" ( + prepend references = @./Meshes/sofa_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.3229048, 1.2926426, 1.3751445) + double3 xformOp:translate = (-3.4555620856629323, 4.032884810986748, 0.47548458042582564) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0000" ( + prepend references = @./Meshes/throw_pillow_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.3755505, 1.0917547, 0.98829997) + double3 xformOp:translate = (-5.169596897146586, 1.4943259588140019, 0.6254593099135439) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0001" ( + prepend references = @./Meshes/throw_pillow_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.3755505, 1.0917547, 0.98829997) + double3 xformOp:translate = (-5.156680139546706, 1.1830402557014839, 0.6382217369867281) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0002" ( + prepend references = @./Meshes/throw_pillow_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.3755505, 1.0917547, 0.98829997) + double3 xformOp:translate = (-5.138141299292314, 0.8170709368594089, 0.6367521253499062) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0003" ( + prepend references = @./Meshes/throw_pillow_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.3755505, 1.0917547, 0.98829997) + double3 xformOp:translate = (-5.125934337982044, 3.2724842873124134, 0.6367548904046766) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0004" ( + prepend references = @./Meshes/throw_pillow_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.3755505, 1.0917547, 0.98829997) + double3 xformOp:translate = (-5.156680902131345, 2.9388184695313204, 0.6382191329637589) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0005" ( + prepend references = @./Meshes/throw_pillow_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.3755505, 1.0917547, 0.98829997) + double3 xformOp:translate = (-5.156310060195042, 2.617763585985282, 0.6245346433501413) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0006" ( + prepend references = @./Meshes/throw_pillow_0006.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.3755505, 1.0917547, 0.98829997) + double3 xformOp:translate = (-5.176355820997621, 2.3298097813412846, 0.6039590958675932) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0007" ( + prepend references = @./Meshes/throw_pillow_0007.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.3755505, 1.0917547, 0.98829997) + double3 xformOp:translate = (-5.191863237337413, 1.7902891883915015, 0.6049787633308699) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0008" ( + prepend references = @./Meshes/throw_pillow_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.3229048, 1.2926426, 1.3751445) + double3 xformOp:translate = (-3.462925176563549, 4.315358673122457, 0.7842143877840839) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0009" ( + prepend references = @./Meshes/throw_pillow_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.3229048, 1.2926426, 1.3751445) + double3 xformOp:translate = (-3.420453565023363, 4.046702952898644, 0.6437020663205897) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0000" ( + prepend references = @./Meshes/cup_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.99850476, 1.3777359, 0.8856641) + double3 xformOp:translate = (-3.729450835581559, 1.809439939035534, 0.2944451091381222) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0001" ( + prepend references = @./Meshes/cup_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.99850476, 1.3777359, 0.8856641) + double3 xformOp:translate = (-3.826083988170313, 2.0291348421691273, 0.29533117719338126) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0002" ( + prepend references = @./Meshes/cup_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.99850476, 1.3777359, 0.8856641) + double3 xformOp:translate = (-3.7559848852980373, 1.6457333396203149, 0.2944452437493149) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0003" ( + prepend references = @./Meshes/cup_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.99850476, 1.3777359, 0.8856641) + double3 xformOp:translate = (-2.9342859111605257, 2.3138379513411347, 0.20382163436099437) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0000" ( + prepend references = @./Meshes/plate_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.99850476, 1.3777359, 0.8856641) + double3 xformOp:translate = (-3.7294517604668442, 1.8180489650662366, 0.2773399510267737) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0001" ( + prepend references = @./Meshes/plate_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.99850476, 1.3777359, 0.8856641) + double3 xformOp:translate = (-3.826084053145063, 2.0377439415750653, 0.2773399445069636) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0002" ( + prepend references = @./Meshes/plate_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.99850476, 1.3777359, 0.8856641) + double3 xformOp:translate = (-3.767975333259112, 1.6457334244736297, 0.2764542873618425) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0001" ( + prepend references = @./Meshes/ceiling_light_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.45, 2.4, 2.626923097683833) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0001" ( + prepend references = @./Meshes/storage_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.6194107894895495, -1.4898740425111716, 1.0822561073307113) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0002" ( + prepend references = @./Meshes/storage_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.7228302631374819, -1.3704557409279285, 1.0729653205865408) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0003" ( + prepend references = @./Meshes/storage_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.7595946407322287, -1.5319160175321187, 1.1485608139022436) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0004" ( + prepend references = @./Meshes/storage_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.6186728630068543, -1.3942299995426677, 1.0959312362663043) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0001" ( + prepend references = @./Meshes/tray_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.8409224014300167, 5.290114723138999, 1.0893428464785617) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0000" ( + prepend references = @./Meshes/spot_light_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.65, -0.13, 2.538987915912734) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0001" ( + prepend references = @./Meshes/spot_light_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.41000000000000003, -0.13, 2.5335175715963287) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0002" ( + prepend references = @./Meshes/spot_light_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.62, -0.13, 2.524514293084211) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_light_0000" ( + prepend references = @./Meshes/wall_light_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, -0.70710677) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.3922768497467041, -1.0700000007023733, 1.6399996032714848) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_light_0001" ( + prepend references = @./Meshes/wall_light_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, -0.70710677) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.3922768497467041, -2.230000001007459, 1.639999603271484) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_light_0002" ( + prepend references = @./Meshes/wall_light_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, -0.70710677) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.3922768497467041, -3.3200000010074593, 1.639999603271484) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bedroom_593737" + { + def Xform "curtain_0000" ( + prepend references = @./Meshes/curtain_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.1365157775953434, 4.425892970298045, 1.36161181643256) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0001" ( + prepend references = @./Meshes/curtain_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (4.774485198967157, 4.425892970298045, 1.36955615237006) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0000" ( + prepend references = @./Meshes/chandelier_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.81430006, 0.81430006, 0.81430006) + double3 xformOp:translate = (5.505457064980427, 4.025117029450102, 1.7386528406108464) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0001" ( + prepend references = @./Meshes/chandelier_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (-0.8137, 0.8137, 0.8137) + double3 xformOp:translate = (5.478240265921911, 1.0563490025066375, 1.7265957775491063) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0003" ( + prepend references = @./Meshes/painting_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.32800048828125, 2.47791259765625, 1.5505585820312189) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0004" ( + prepend references = @./Meshes/painting_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.32800048828125, 2.98685546875, 1.5505585820312189) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0003" ( + prepend references = @./Meshes/ceiling_light_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.61, 2.73, 2.4198691024780272) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0001" ( + prepend references = @./Meshes/bed_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, -0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.2641950073242185, 2.6000000001727246, 0.5200000187988044) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bedroom_593739" + { + def Xform "curtain_0012" ( + prepend references = @./Meshes/curtain_0012.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, 0, 0, -1) + float3 xformOp:scale = (0.86210006, 0.90340006, 0.9068) + double3 xformOp:translate = (2.0148832430466386, -3.5767365346486693, 1.1630433792615351) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0013" ( + prepend references = @./Meshes/curtain_0013.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.86210006, 0.90340006, 0.9068) + double3 xformOp:translate = (1.981778109315892, -3.528307362040157, 1.2322203802515448) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0000" ( + prepend references = @./Meshes/painting_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.39591064453125, -0.8520001220703125, 1.5213422734374689) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0005" ( + prepend references = @./Meshes/table_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, -0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.17, -1.21, 0.22999949999997626) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0006" ( + prepend references = @./Meshes/table_0006.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, -0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.17, -3.14, 0.22999949999997626) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0002" ( + prepend references = @./Meshes/ceiling_light_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.92, -2.03, 2.569869102478027) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0000" ( + prepend references = @./Meshes/television_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.6593909086854339, -2.2178737792995005, 1.1393189503720806) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0000" ( + prepend references = @./Meshes/bed_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, -0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.420000030517579, -2.1600000610351557, 0.4299994999999763) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "ceiling" + { + token visibility = "inherited" + + def Xform "ceiling_0000" ( + prepend references = @./Meshes/ceiling_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.689, 1, 1) + double3 xformOp:translate = (0.4090531127777126, 4.225416137695329, 2.4949995545978605) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0001" ( + prepend references = @./Meshes/ceiling_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.689, 1, 1) + double3 xformOp:translate = (-3.72174339601135, 4.446260864257829, 2.4949995545978605) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0002" ( + prepend references = @./Meshes/ceiling_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.7910154876708964, 0.9389653320312664, 2.394999554597861) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0003" ( + prepend references = @./Meshes/ceiling_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.092, 0.0005, 2.5) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0004" ( + prepend references = @./Meshes/ceiling_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.9555000000000002, 2.563, 2.4) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0005" ( + prepend references = @./Meshes/ceiling_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.5555, -1.63474695, 2.38706152) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0006" ( + prepend references = @./Meshes/ceiling_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.0205, -2.23475, 2.4) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0007" ( + prepend references = @./Meshes/ceiling_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.0555, -4.93237305, 2.38706152) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0008" ( + prepend references = @./Meshes/ceiling_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.00049988, 0.00048004, 3.65) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "wall" + { + def Xform "wall_0000" ( + prepend references = @./Meshes/wall_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8209001, 0.8209001, 0.9412) + double3 xformOp:translate = (3.3653974240630435, -2.157831265589161, 1.1999998885309606) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0001" ( + prepend references = @./Meshes/wall_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.55949997, 4.66486496, 1.7999949999997626) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0002" ( + prepend references = @./Meshes/wall_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-5.44600006, 4.635, 1.7999949999997626) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0003" ( + prepend references = @./Meshes/wall_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (5.70398987, 0.46787994, 1.7999949999997626) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0004" ( + prepend references = @./Meshes/wall_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.95425003, 6.126879880000001, 1.7999949999997626) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0005" ( + prepend references = @./Meshes/wall_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.805, 5.4603749100000005, 1.7999949999997626) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0006" ( + prepend references = @./Meshes/wall_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.22799995, -3.73098999, 1.7999949999997626) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0007" ( + prepend references = @./Meshes/wall_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.12699997, 5.32424988, 1.7999949999997626) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0008" ( + prepend references = @./Meshes/wall_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.53800003, -4.996185, 1.7999949999997626) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0009" ( + prepend references = @./Meshes/wall_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-5.70600006, 0.65286987, 1.7999949999997626) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0010" ( + prepend references = @./Meshes/wall_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.43299995, -4.8796899400000004, 1.7999949999997626) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0011" ( + prepend references = @./Meshes/wall_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.83674995, 4.635, 1.7999949999997626) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0012" ( + prepend references = @./Meshes/wall_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.37699997, -2.1750000000000003, 1.7999949999997626) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0013" ( + prepend references = @./Meshes/wall_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.14700001000000001, -3.74, 3.6) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0014" ( + prepend references = @./Meshes/wall_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.73700005, -6.12613007, 1.7999949999997626) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0015" ( + prepend references = @./Meshes/wall_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.9460000600000003, -5.743500060000001, 1.7999949999997626) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0016" ( + prepend references = @./Meshes/wall_0016.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.2610100600000003, 2.50693996, 1.7999949999997626) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0017" ( + prepend references = @./Meshes/wall_0017.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.54600899, -2.1750000000000003, 1.7999949999997626) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0018" ( + prepend references = @./Meshes/wall_0018.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.45398987, -1.6359964900000001, 1.7999949999997626) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0019" ( + prepend references = @./Meshes/wall_0019.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.94949997, 0.47100899, 1.7999949999997626) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0020" ( + prepend references = @./Meshes/wall_0020.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-5.15600006, -4.82100006, 1.7999949999997626) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0021" ( + prepend references = @./Meshes/wall_0021.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.7760000600000003, -5.33100006, 1.7999949999997626) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0022" ( + prepend references = @./Meshes/wall_0022.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.60600006, -5.0610000600000005, 1.7999949999997626) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0023" ( + prepend references = @./Meshes/wall_0023.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.9519999300000002, -0.735009, 1.7999949999997626) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0024" ( + prepend references = @./Meshes/wall_0024.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.73354652, -3.9303299, 1.7999949999997626) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "floor" + { + def Xform "floor_0000" ( + prepend references = @./Meshes/floor_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.00049988, 0.00048004, -0.30000500000023755) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0001" ( + prepend references = @./Meshes/floor_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.092, 0.0005, 0.001) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0002" ( + prepend references = @./Meshes/floor_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.0205, -2.23475, 0.001) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "floor_0002" + { + over "mesh_0000" + { + over "SM_Floor_0007" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + } + } + } + + def Xform "floor_0003" ( + prepend references = @./Meshes/floor_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.0555, -4.93237305, 0.001) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0004" ( + prepend references = @./Meshes/floor_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.9555000000000002, 2.563, 0.001) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0005" ( + prepend references = @./Meshes/floor_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.5555, -1.63474695, 1.1994949999997626) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + + def "Rendering" + { + def "Lights" + { + def DistantLight "DirectionalLight" + { + float angle = 3 + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + color3f color = (1, 1, 1) + float colorTemperature = 6500 + bool enableColorTemperature = 0 + float inputs:angle = 3 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 1989.4366 + bool inputs:normalize = 0 + float inputs:specular = 1 + float intensity = 1989.4366 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DistantLight" + uniform token purpose = "default" + token visibility = "inherited" + bool visibleInPrimaryRay = 0 + quatd xformOp:orient = (-0.4185382739217836, 0.006606378807346061, 0.2510656419096907, 0.8727818240970094) + double3 xformOp:scale = (2.5, 2.5, 2.5) + double3 xformOp:translate = (0, -0, 2) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def DomeLight "DomeLight" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float guideRadius = 100000 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 1000 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 1 + asset inputs:texture:file = @./limpopo_golf_course_4k.hdr@ + token inputs:texture:format = "latlong" + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DomeLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0, 0, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def RectLight "RectLight" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float3[] extent = [(-50, -50, 0), (50, 50, 0)] + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 1 + float inputs:height = 1 + float inputs:intensity = 5000 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 0 + asset inputs:texture:file + float inputs:width = 0.5 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "RectLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (6.123233995736766e-17, 2.5503379237631614e-17, 0.7071067811865476, 0.7071067811865475) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.769609146349241, 6.065861378873117, 1.3319779711210253) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } +} + diff --git a/kujiale_0009/limpopo_golf_course_4k.hdr b/kujiale_0009/limpopo_golf_course_4k.hdr new file mode 100644 index 0000000000000000000000000000000000000000..69a8064f5ce4ae974f68c4a95a85731b92b82c23 --- /dev/null +++ b/kujiale_0009/limpopo_golf_course_4k.hdr @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d8c4f77cd64dae23dc7cc32665b6bcbc370716d3c99e255bf9359b6225862f36 +size 26179131 diff --git a/kujiale_0009/rooms.json b/kujiale_0009/rooms.json new file mode 100644 index 0000000000000000000000000000000000000000..c2eec9d7ef08e3595422ecc887dd0691814ec325 --- /dev/null +++ b/kujiale_0009/rooms.json @@ -0,0 +1 @@ +[{"room_type": "living room", "polygon": [[1.6985000000000001, 4.7877485351562505], [1.6985000000000001, 6.013], [-2.0515, 6.013], [-2.0515, 4.7425], [-1.471, 4.7425], [-1.471, 4.5275], [-2.2025, 4.5275], [-2.2025, 6.01299462890625], [-5.5920000000000005, 6.0127568359375], [-5.5920000000000005, 4.7425], [-5.192, 4.7425], [-5.192, 4.5275], [-5.5920000000000005, 4.5275], [-5.5920000000000005, -4.707], [-4.492, -4.707], [-4.492, -5.247], [-2.832, -5.247], [-2.832, -6.0120000000000005], [-1.487, -6.0120000000000005], [-1.487, -3.6275], [-1.487, -0.622], [-1.2670000000000001, -0.622], [-1.2670000000000001, -3.6275], [0.453, -3.6275], [0.453, -0.622], [3.408, -0.622], [3.408, 0.358], [2.198, 0.358], [2.198, 4.54796630859375], [1.811, 4.54774853515625], [1.298, 4.54774853515625], [1.298, 4.7877485351562505]]}, {"room_type": "bedroom", "polygon": [[5.593, 4.548], [2.318, 4.548], [2.318, 0.578], [3.463, 0.578], [5.593, 0.578]]}, {"room_type": "bathroom", "polygon": [[5.593, 0.358], [3.5180000000000002, 0.358], [3.5180000000000002, -0.732], [3.5180000000000002, -3.627493896484375], [5.593, -3.627264892578125]]}, {"room_type": "bedroom", "polygon": [[3.408, -3.6275], [3.408, -0.842], [0.633, -0.842], [0.633, -3.6275], [1.538, -3.6275]]}, {"room_type": "kitchen", "polygon": [[1.478, -3.8525], [0.543, -3.8525], [-1.377, -3.8525], [-1.367, -3.8525], [-1.367, -6.012004882812501], [1.478, -6.01224658203125]]}] \ No newline at end of file diff --git a/kujiale_0020/.thumbs/256x256/kujiale_0020.usda.png b/kujiale_0020/.thumbs/256x256/kujiale_0020.usda.png new file mode 100644 index 0000000000000000000000000000000000000000..df6e685d75c1af0fe7240162e3974caad34fbf1a --- /dev/null +++ b/kujiale_0020/.thumbs/256x256/kujiale_0020.usda.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d466b22a4e1dcb582e2de9e8353439f5551533b8d2064f00684c56db7a341cd1 +size 98180 diff --git a/kujiale_0020/Materials/BasicShapeMaterial.mdl b/kujiale_0020/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/kujiale_0020/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0020/Materials/MI_574cfe7e0ae4a01f7ab744d6.mdl b/kujiale_0020/Materials/MI_574cfe7e0ae4a01f7ab744d6.mdl new file mode 100644 index 0000000000000000000000000000000000000000..735cad208668cdf521049a698acd4cd8cc668e60 --- /dev/null +++ b/kujiale_0020/Materials/MI_574cfe7e0ae4a01f7ab744d6.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_574cfe7e0ae4a01f7ab744d6( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0020/Materials/MI_5792e3fc5f5e8646eeb21c96.mdl b/kujiale_0020/Materials/MI_5792e3fc5f5e8646eeb21c96.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a7eedf90345963e023e8f3e02c7bf7a172ebcd84 --- /dev/null +++ b/kujiale_0020/Materials/MI_5792e3fc5f5e8646eeb21c96.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5792e3fc5f5e8646eeb21c96( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0020/Materials/MI_5a2117c0d01f6a6aaa482c5f.mdl b/kujiale_0020/Materials/MI_5a2117c0d01f6a6aaa482c5f.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b2ff3bbd6c993290c06c5658ead433ec347caeb9 --- /dev/null +++ b/kujiale_0020/Materials/MI_5a2117c0d01f6a6aaa482c5f.mdl @@ -0,0 +1,307 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5a2117c0d01f6a6aaa482c5f( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = 1.0; + float OpacityMask_mdl = (math::saturate(1.0) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0020/Materials/MI_5ed20973d849e10001a0748f.mdl b/kujiale_0020/Materials/MI_5ed20973d849e10001a0748f.mdl new file mode 100644 index 0000000000000000000000000000000000000000..e47addcd113f73cf2f674f73a285f727b38fd3f5 --- /dev/null +++ b/kujiale_0020/Materials/MI_5ed20973d849e10001a0748f.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5ed20973d849e10001a0748f( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0020/Materials/M_BaseMaterial.mdl b/kujiale_0020/Materials/M_BaseMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ed00d16934cd045cadecb7db4bb5dd5ddc8dd3e7 --- /dev/null +++ b/kujiale_0020/Materials/M_BaseMaterial.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0020/Materials/M_BaseMaterial_twosided.mdl b/kujiale_0020/Materials/M_BaseMaterial_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..34a066551136042c8b515bc0777c0e436c62c466 --- /dev/null +++ b/kujiale_0020/Materials/M_BaseMaterial_twosided.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_twosided( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0020/Materials/M_BaseMaterial_v2.mdl b/kujiale_0020/Materials/M_BaseMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..154aecae651add78223e5fe6138f215211f152d3 --- /dev/null +++ b/kujiale_0020/Materials/M_BaseMaterial_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0020/Materials/M_BaseMaterial_v2_twosided.mdl b/kujiale_0020/Materials/M_BaseMaterial_v2_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7d90fc45fb437460e27004b226156b66a976f877 --- /dev/null +++ b/kujiale_0020/Materials/M_BaseMaterial_v2_twosided.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2_twosided( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0020/Materials/M_TranslucentMaterial.mdl b/kujiale_0020/Materials/M_TranslucentMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..0452d78794ea94cb1040fdf3244e688785b52118 --- /dev/null +++ b/kujiale_0020/Materials/M_TranslucentMaterial.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0020/Materials/M_TranslucentMaterial_v2.mdl b/kujiale_0020/Materials/M_TranslucentMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..6cef6519dd94a7d9f305169cecdb1d5512581737 --- /dev/null +++ b/kujiale_0020/Materials/M_TranslucentMaterial_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0020/Materials/OmniUe4Base.mdl b/kujiale_0020/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a441fbaf28040302c7aaabfbcf14b24a85bdf643 --- /dev/null +++ b/kujiale_0020/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/kujiale_0020/Materials/OmniUe4Function.mdl b/kujiale_0020/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..84f4f0da48ff31d03ee611373fe3a4d2e04c9079 --- /dev/null +++ b/kujiale_0020/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/kujiale_0020/Materials/OmniUe4Translucent.mdl b/kujiale_0020/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..483a83004b8f7d5bf820a7905d06ea2d7d5894af --- /dev/null +++ b/kujiale_0020/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/kujiale_0020/Materials/Textures/BlackPlaceholder.png b/kujiale_0020/Materials/Textures/BlackPlaceholder.png new file mode 100644 index 0000000000000000000000000000000000000000..cf498a3f19c07112845752ecd2523a666d8d13b5 --- /dev/null +++ b/kujiale_0020/Materials/Textures/BlackPlaceholder.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid 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0000000000000000000000000000000000000000..5e3dd0a38c14a53e7f87590a38780c1230dcc90c --- /dev/null +++ b/kujiale_0020/Materials/Textures/wood01.jpg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:26c80c48967f007bf1ce7200f6508c724f6fd4aa86b6ac8beab3ba76c691d277 +size 36034427 diff --git a/kujiale_0020/Materials/WorldGridMaterial.mdl b/kujiale_0020/Materials/WorldGridMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..1374299f552cc467f093777626b92f4faa277cc4 --- /dev/null +++ b/kujiale_0020/Materials/WorldGridMaterial.mdl @@ -0,0 +1,77 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float 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b/kujiale_0020/Meshes/wine_set_0001.usd @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:18b5ec2a7a74352b4cd531fce7c5f1491922df879047d4da7e826365a7f7dc3c +size 152147 diff --git a/kujiale_0020/Meshes/wine_set_0002.usd b/kujiale_0020/Meshes/wine_set_0002.usd new file mode 100644 index 0000000000000000000000000000000000000000..19ebaa96d73e7af61e9750524a0ab13ec0cfa534 --- /dev/null +++ b/kujiale_0020/Meshes/wine_set_0002.usd @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:0f5fbd71f4dee67bef429f0515d91fd7c8c76d15a95622d711f93c0539527c7a +size 161195 diff --git a/kujiale_0020/kujiale_0020.usda b/kujiale_0020/kujiale_0020.usda new file mode 100644 index 0000000000000000000000000000000000000000..550d066f81c67d7639bce2c824215f5e30042cc1 --- /dev/null +++ b/kujiale_0020/kujiale_0020.usda @@ -0,0 +1,2587 @@ +#usda 1.0 +( + customLayerData = { + dictionary cameraSettings = { + dictionary Front = { + double3 position = (500, 0, 0) + double radius = 5 + } + dictionary Perspective = { + double3 position = (-0.3441809317481891, 1.6065134113986608, 1.1087604518975793) + double3 target = (-0.421599579232653, 1.4176790917440207, 1.1042078791870322) + } + dictionary Right = { + double3 position = (0, -500, 0) + double radius = 5 + } + dictionary Top = { + double3 position = (0, 0, 500) + double radius = 5 + } + string boundCamera = "/OmniverseKit_Persp" + } + dictionary omni_layer = { + string authoring_layer = "./kujiale_0020.usda" + } + dictionary renderSettings = { + double "rtx:post:tonemap:cm2Factor" = 1448.1546630859375 + double "rtx:post:tonemap:exposureTime" = 0.000016666666851961054 + double "rtx:post:tonemap:fNumber" = 2.799999952316284 + double "rtx:reflections:maxRoughness" = 1 + } + } + defaultPrim = "Root" + metersPerUnit = 1 + upAxis = "Z" +) + +def Xform "Root" +{ + def Scope "Meshes" + { + def Scope "kitchen_736" + { + def Xform "door_handle_0000" ( + prepend references = @./Meshes/door_handle_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.925436401467183, 4.649005212568564, 0.6249932291143988) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0000" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + + over "mesh_0002" + { + token visibility = "invisible" + } + } + } + } + + def Xform "cabinet_0000" ( + prepend references = @./Meshes/cabinet_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.952347133636121, 4.289344856140389, 0.7512054078254418) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0001" ( + prepend references = @./Meshes/cabinet_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (3.0355, 1, 1) + double3 xformOp:translate = (-3.952348603248306, 4.64911675517463, 0.7512055317993486) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0002" ( + prepend references = @./Meshes/cabinet_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.952348993296833, 5.008775674681018, 0.7512056443354207) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0003" ( + prepend references = @./Meshes/cabinet_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 0.3022) + double3 xformOp:translate = (-3.95234865093228, 4.2893453540724025, 0.6274911725587445) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0004" ( + prepend references = @./Meshes/cabinet_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (3.0355, 1, 0.3022) + double3 xformOp:translate = (-3.94334716796875, 4.6491162109375, 0.6274913039781174) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0005" ( + prepend references = @./Meshes/cabinet_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 0.3022) + double3 xformOp:translate = (-3.9513475532520754, 5.00877565382347, 0.6274912832276901) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0006" ( + prepend references = @./Meshes/cabinet_0006.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.9523466024389204, 4.289346525080587, 0.5012856061057195) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0007" ( + prepend references = @./Meshes/cabinet_0007.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (3.0355, 1, 1) + double3 xformOp:translate = (-3.9523485927581783, 4.649116210937478, 0.5012854230040361) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0008" ( + prepend references = @./Meshes/cabinet_0008.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.9523473930333193, 5.0087723730687355, 0.5012854878502572) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0016" ( + prepend references = @./Meshes/cabinet_0016.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.0313473850742185, 4.88900391525, 1.9499995359999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0017" ( + prepend references = @./Meshes/cabinet_0017.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.031347380074219, 4.79900397125, 0.21999950499997623) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "cabinet_0017" + { + over "group_0000" + { + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (0.1, 0.1, 0.1) + double3 xformOp:translate = (0, -4.547473508864641e-13, 23.038130986431362) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + over "group_0001" + { + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (0.1, 0.1, 0.1) + double3 xformOp:translate = (-88.71330999257816, 25.099992874999884, 102.88815598643392) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + over "group_0002" + { + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (0.1, 0.1, 0.1) + double3 xformOp:translate = (0.9864480074219273, 25.099992874999884, 33.18811298643161) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + over "group_0003" + { + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (0.1, 0.1, 0.1) + double3 xformOp:translate = (-92.10002699257808, -56.150153124999974, 33.18811298643161) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + over "group_0004" + { + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (0.1, 0.1, 0.1) + double3 xformOp:translate = (-172.30002799257812, -15.000004124999748, -21.9618700135694) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + over "group_0005" + { + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (0.1, 0.1, 0.1) + double3 xformOp:translate = (25.413541007422225, 25.099992874999884, 33.18811298643161) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + over "group_0006" + { + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (0.1, 0.1, 0.1) + double3 xformOp:translate = (79.03320000742193, 25.099992874999884, 33.18811298643161) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + over "group_0007" + { + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (0.1, 0.1, 0.1) + double3 xformOp:translate = (92.09997200742237, 25.849895875000016, 102.88815598643392) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + over "group_0008" + { + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (0.1, 0.1, 0.1) + double3 xformOp:translate = (92.09997200742237, -18.849860125000134, 33.18811298643161) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + over "group_0009" + { + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (0.1, 0.1, 0.1) + double3 xformOp:translate = (92.09997200742237, -19.150104124999984, 102.88815598643392) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + over "group_0010" + { + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (0.1, 0.1, 0.1) + double3 xformOp:translate = (92.09997200742237, -78.84986012500013, 33.18811298643161) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + } + + def Xform "range_hood_0000" ( + prepend references = @./Meshes/range_hood_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.281348907471413, 5.434004552845198, 1.2899992863779919) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0000" ( + prepend references = @./Meshes/daily_equipment_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.265055955887638, 4.096193670750862, 0.9188321339722858) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0001" ( + prepend references = @./Meshes/daily_equipment_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.2040463895809514, 4.080530775070496, 0.9187711369619903) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "electric_appliance_0000" ( + prepend references = @./Meshes/electric_appliance_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.7223296649598399, 5.31879802170926, 0.9831161229945342) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0000" ( + prepend references = @./Meshes/bathroom_product_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.373316706614245, 4.574197964210379, 1.0113523251296161) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "basin_0000" ( + prepend references = @./Meshes/basin_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.236404672365416, 4.649069602912797, 0.7329518542989819) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0006" ( + prepend references = @./Meshes/ornament_0006.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.445901447295283, 5.478953208922556, 0.9032209384069846) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0007" ( + prepend references = @./Meshes/ornament_0007.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.3666820240016415, 5.464606950757488, 0.9031026522724095) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0008" ( + prepend references = @./Meshes/ornament_0008.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.4404837265241754, 5.338670253757067, 0.9182528416820894) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0009" ( + prepend references = @./Meshes/ornament_0009.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.36331445313665, 5.338513877878804, 0.9595484349376823) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0010" ( + prepend references = @./Meshes/ornament_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.185758144283865, 5.192482987824887, 0.9468928609060678) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0011" ( + prepend references = @./Meshes/ornament_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.018904495239723, 5.396225095745083, 0.9616149499037046) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0012" ( + prepend references = @./Meshes/ornament_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.943535249710048, 5.207723937035333, 0.9695513093109007) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0013" ( + prepend references = @./Meshes/ornament_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.94653517723066, 5.323696889878111, 0.979587920867804) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0014" ( + prepend references = @./Meshes/ornament_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.946890493391957, 5.396896284104866, 0.9333892705076475) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0001" ( + prepend references = @./Meshes/kitchenware_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.381340270996052, 5.334003952026277, 0.839999519071833) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0000" ( + prepend references = @./Meshes/ceiling_light_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.19, 4.6000000000000005, 2.2698691024780273) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "other" + { + def Xform "door_handle_0001" ( + prepend references = @./Meshes/door_handle_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.2476894928033299, -5.747933679574725, 0.6289363553010346) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0001" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0002" ( + prepend references = @./Meshes/door_handle_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.2396517720232065, -5.027967813081545, 1.0289363553010347) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0002" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0003" ( + prepend references = @./Meshes/door_handle_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.34768949280333, 0.08700391197800983, 1.3529365994416596) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0003" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0004" ( + prepend references = @./Meshes/door_handle_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.6719552826387227, 2.8300039885059527, 1.3289363553010347) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0004" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0005" ( + prepend references = @./Meshes/door_handle_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.610384805251902, 4.531004965068453, 1.3529365994416598) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0005" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "doorsill_0000" ( + prepend references = @./Meshes/doorsill_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.7668470153808595, 7.22900390625, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0001" ( + prepend references = @./Meshes/doorsill_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.0113469238281247, 3.92900390625, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0002" ( + prepend references = @./Meshes/doorsill_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.2686521682739258, 0.4090029952526093, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0003" ( + prepend references = @./Meshes/doorsill_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.2686521682739258, -1.3909959716796878, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0004" ( + prepend references = @./Meshes/doorsill_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.161346954345703, -5.048932373046876, 0.0007950000116834418) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "door_0000" ( + prepend references = @./Meshes/door_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.29455908000000003, -1.39099612, 1.0704995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0000" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0001" ( + prepend references = @./Meshes/door_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.01134779, 3.9290040299999998, 1.0564172203827886) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0001" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0002" ( + prepend references = @./Meshes/door_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.16134768, -5.048932740000001, 1.1997653691406014) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0002" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "physics_constraint_0003" + { + token visibility = "invisible" + } + + over "physics_constraint_0004" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + + over "group_0003" + { + token visibility = "invisible" + } + + over "group_0004" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0003" ( + prepend references = @./Meshes/door_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.7668476599999999, 7.20965181, 1.0679994929999768) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0003" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0004" ( + prepend references = @./Meshes/door_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.29455908000000003, 0.40900390000000003, 1.0704995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0004" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "window_0000" ( + prepend references = @./Meshes/window_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.18075228, -6.10746445, 1.3499994939999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0001" ( + prepend references = @./Meshes/window_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.8211523399999998, -4.96103254, 1.2499995099999763) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0002" ( + prepend references = @./Meshes/window_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.28075237, 0.03150391, 1.4829995099999764) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0003" ( + prepend references = @./Meshes/window_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.73889193, 2.40650394, 1.5499995099999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0004" ( + prepend references = @./Meshes/window_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.18134769, -7.170996199999999, 1.3499994999999763) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0005" ( + prepend references = @./Meshes/window_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.54344807, 4.58650397, 1.4829995099999764) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bathroom_781525" + { + def Xform "cabinet_0009" ( + prepend references = @./Meshes/cabinet_0009.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.8430281066910288, -0.5144897802487927, 0.4598012959557649) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0002" ( + prepend references = @./Meshes/daily_equipment_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (-0.9754, 1.0613, 1) + double3 xformOp:translate = (2.319724358125917, -0.297776503224708, 0.885362964352997) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0001" ( + prepend references = @./Meshes/bathroom_product_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.6108831539143226, -0.5273598604969374, 1.0933781164590646) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0002" ( + prepend references = @./Meshes/bathroom_product_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.8012659382441534, -0.5576768721634507, 1.5715567312611685) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0003" ( + prepend references = @./Meshes/bathroom_product_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (-0.9754, 1.0613, 1) + double3 xformOp:translate = (2.377877451006303, 0.029003894043328492, 1.1999994542232002) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "basin_0001" ( + prepend references = @./Meshes/basin_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.8431760864258058, -0.5211957473868307, 0.9946159092862519) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "closestool_0000" ( + prepend references = @./Meshes/closestool_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.0709, 1, 1) + double3 xformOp:translate = (1.8302916106952762, -0.42260062774470925, 0.26032208627778397) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "mirror_0000" ( + prepend references = @./Meshes/mirror_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.8499455871631858, -0.7462571969008258, 1.5905848576653026) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0001" ( + prepend references = @./Meshes/ceiling_light_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.6300000000000001, 0.1500000000000003, 2.719869102478027) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "livingroom_491" + { + def Xform "cabinet_0010" ( + prepend references = @./Meshes/cabinet_0010.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9700148, 1.2476966, 1.0000192) + double3 xformOp:translate = (-0.058156616427232084, 5.458028005357282, 1.2999317876339596) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0014" ( + prepend references = @./Meshes/cabinet_0014.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.1133333, 1.0297798, 0.70796317) + double3 xformOp:translate = (-0.06689420736270137, -3.288942618330234, 0.17351256548841287) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0018" ( + prepend references = @./Meshes/cabinet_0018.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.24000001, 2.16, 0.4181334853427497) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_5cd51b3e97d0d314fb35e05b" + { + over "MI_574cfe7e0ae4a01f7ab744d6" + { + float inputs:IsMetallicTex = 0 + } + } + } + } + + def Xform "curtain_0004" ( + prepend references = @./Meshes/curtain_0004.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.8758, 1, 0.8381) + double3 xformOp:translate = (-0.5802537879650879, -4.897351776123239, 1.4945677891713436) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0005" ( + prepend references = @./Meshes/curtain_0005.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.8758, 1, 0.8381) + double3 xformOp:translate = (-0.14052786702220033, -4.826705100660897, 1.509677350493603) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0006" ( + prepend references = @./Meshes/curtain_0006.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.8758, 1, 0.8381) + double3 xformOp:translate = (-3.7998623703685475, -4.894219493866633, 1.4945677891713436) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0007" ( + prepend references = @./Meshes/curtain_0007.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.8758, 1, 0.8381) + double3 xformOp:translate = (-4.239587709543786, -4.823570833467261, 1.5082859438997913) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0000" ( + prepend references = @./Meshes/television_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.13155369622868784, -3.3029267578032897, 1.1577039677722865) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0000" ( + prepend references = @./Meshes/sofa_0000.usd@ + ) + { + quatf xformOp:orient = (0.92387956, -0, 0, -0.38268337) + float3 xformOp:scale = (0.99999034, 0.99999034, 1) + double3 xformOp:translate = (-1.8414893634810754, -1.253919147720765, 0.3722079401286857) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0001" ( + prepend references = @./Meshes/sofa_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.0038984, 1.0195106, 0.99835527) + double3 xformOp:translate = (-3.496279975260803, -2.5624395652930456, 0.42254840691193407) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0000" ( + prepend references = @./Meshes/ornament_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.0025716531032356606, -2.704282437964699, 0.4670813498258669) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0001" ( + prepend references = @./Meshes/ornament_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9700148, 1.2476966, 1.0000192) + double3 xformOp:translate = (-0.07065497917681039, 4.776554594906406, 2.1002555236969296) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0015" ( + prepend references = @./Meshes/ornament_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.2134679, 2.044858, 0.9668934943495857) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0016" ( + prepend references = @./Meshes/ornament_0016.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.91510311, 1.97274544, 0.7342474489318611) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0017" ( + prepend references = @./Meshes/ornament_0017.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.9425530000000002, -3.1448181, 0.41991282088599313) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0000" ( + prepend references = @./Meshes/book_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.00330130004886005, -2.7084840467307014, 0.39913796730236284) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0001" ( + prepend references = @./Meshes/book_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.003986693859145783, -2.7091624601217767, 0.3670838453312327) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0002" ( + prepend references = @./Meshes/book_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.1133333, 1.0297798, 0.70796317) + double3 xformOp:translate = (-0.11505451104537086, -3.5722229393489258, 0.2768776787027176) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0003" ( + prepend references = @./Meshes/book_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.1133333, 1.0297798, 0.70796317) + double3 xformOp:translate = (-0.05544040511115245, -3.700348989530707, 0.40590960417637867) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0004" ( + prepend references = @./Meshes/book_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.1133333, 1.0297798, 0.70796317) + double3 xformOp:translate = (-0.05496824453022697, -3.738110216400821, 0.36958723088534795) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0005" ( + prepend references = @./Meshes/book_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.1133333, 1.0297798, 0.70796317) + double3 xformOp:translate = (-0.11600108634360501, -3.550267718409035, 0.27687760240877224) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0006" ( + prepend references = @./Meshes/book_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.1133333, 1.0297798, 0.70796317) + double3 xformOp:translate = (-0.11974206417881217, -3.115814739964355, 0.16442643053377226) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0007" ( + prepend references = @./Meshes/book_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.1133333, 1.0297798, 0.70796317) + double3 xformOp:translate = (-0.12066696224925794, -3.138297080196651, 0.16442643053377226) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0008" ( + prepend references = @./Meshes/book_0008.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.1133333, 1.0297798, 0.70796317) + double3 xformOp:translate = (-0.11879554036202487, -3.093857687575933, 0.16442643053377226) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0009" ( + prepend references = @./Meshes/book_0009.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.1133333, 1.0297798, 0.70796317) + double3 xformOp:translate = (-0.11786956223751718, -3.071377789944357, 0.16442643053377226) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0010" ( + prepend references = @./Meshes/book_0010.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.1133333, 1.0297798, 0.70796317) + double3 xformOp:translate = (-0.1150545090890345, -3.0050738130642074, 0.16442643053377226) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0011" ( + prepend references = @./Meshes/book_0011.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.1133333, 1.0297798, 0.70796317) + double3 xformOp:translate = (-0.11412859296528974, -2.9825923890228507, 0.16442643053377226) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0012" ( + prepend references = @./Meshes/book_0012.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.1133333, 1.0297798, 0.70796317) + double3 xformOp:translate = (-0.11600103711812024, -3.027029961604619, 0.16442643053377226) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0013" ( + prepend references = @./Meshes/book_0013.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.1133333, 1.0297798, 0.70796317) + double3 xformOp:translate = (-0.11692700190765687, -3.0495113740993633, 0.16442643053377226) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0014" ( + prepend references = @./Meshes/book_0014.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.1133333, 1.0297798, 0.70796317) + double3 xformOp:translate = (-0.11974207412131498, -3.4614826231941915, 0.2768776787027176) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0015" ( + prepend references = @./Meshes/book_0015.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.1133333, 1.0297798, 0.70796317) + double3 xformOp:translate = (-0.12066701274131601, -3.439001503802057, 0.2768776787027176) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0016" ( + prepend references = @./Meshes/book_0016.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.1133333, 1.0297798, 0.70796317) + double3 xformOp:translate = (-0.11879554552472213, -3.483439064837207, 0.2768776787027176) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0017" ( + prepend references = @./Meshes/book_0017.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.1133333, 1.0297798, 0.70796317) + double3 xformOp:translate = (-0.11786957176594945, -3.505920184229347, 0.27687760240877224) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0018" ( + prepend references = @./Meshes/book_0018.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.1133333, 1.0297798, 0.70796317) + double3 xformOp:translate = (-0.11692701143658736, -3.527786599016894, 0.27687760240877224) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0019" ( + prepend references = @./Meshes/book_0019.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.1133333, 1.0297798, 0.70796317) + double3 xformOp:translate = (-0.11412859352498264, -3.5947052794441907, 0.2768776787027176) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0022" ( + prepend references = @./Meshes/book_0022.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.13175487, 2.0661787, 0.6193265998946907) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0023" ( + prepend references = @./Meshes/book_0023.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.1317549, 2.06617865, 0.596134000723243) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0024" ( + prepend references = @./Meshes/book_0024.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.1317548800000001, 2.0661787, 0.5729418990534432) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0025" ( + prepend references = @./Meshes/book_0025.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.13175489, 2.274077, 0.6193265998946907) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0026" ( + prepend references = @./Meshes/book_0026.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.13175492, 2.274077, 0.596134000723243) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0027" ( + prepend references = @./Meshes/book_0027.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.13175491, 2.274077, 0.5729418990534432) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0028" ( + prepend references = @./Meshes/book_0028.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.9371974900000002, -3.1692587500000005, 0.3635438994140388) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0029" ( + prepend references = @./Meshes/book_0029.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.94446251, -3.1727312000000003, 0.3403204923097907) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0000" ( + prepend references = @./Meshes/wine_set_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9700148, 1.2476966, 1.0000192) + double3 xformOp:translate = (-0.09700801858281574, 4.622619022100926, 1.0683174965508777) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0001" ( + prepend references = @./Meshes/wine_set_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9700148, 1.2476966, 1.0000192) + double3 xformOp:translate = (-0.09700801192114808, 4.8242491298948895, 1.1355029605876277) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0002" ( + prepend references = @./Meshes/wine_set_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9700148, 1.2476966, 1.0000192) + double3 xformOp:translate = (-0.08346421822293493, 4.428575528064219, 2.076280861481326) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cosmetic_0000" ( + prepend references = @./Meshes/cosmetic_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9700148, 1.2476966, 1.0000192) + double3 xformOp:translate = (0.02125040513304354, 5.855211928616028, 1.9119461120142047) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0000" ( + prepend references = @./Meshes/shelf_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9700148, 1.2476966, 1.0000192) + double3 xformOp:translate = (0.06858446042077468, 5.862533732182636, 2.2069039066156075) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0000" ( + prepend references = @./Meshes/table_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.059164, 0.97231036, 1.0046967) + double3 xformOp:translate = (-3.9707752442636846, -0.5950400643039682, 0.2519674554900294) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0001" ( + prepend references = @./Meshes/table_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.0467531100000005, 1.84452506, 0.40713600907028874) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0002" ( + prepend references = @./Meshes/table_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.25, -3.07297449, 0.1661054949389411) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0000" ( + prepend references = @./Meshes/table_lamp_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.059164, 0.97231036, 1.0046967) + double3 xformOp:translate = (-4.043371323378129, -0.6329076942475323, 0.8641700344794544) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0000" ( + prepend references = @./Meshes/flower_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.059164, 0.97231036, 1.0046967) + double3 xformOp:translate = (-3.9553102461641885, -0.4657218403425229, 0.5853229714284747) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0001" ( + prepend references = @./Meshes/flower_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.31826177, 1.2825440399999999, 1.1590370164159922) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0002" ( + prepend references = @./Meshes/flower_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.8353501999999997, 1.83558132, 1.0837164951171638) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0003" ( + prepend references = @./Meshes/flower_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.4259968, -2.78724251, 0.6358190057607185) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0000" ( + prepend references = @./Meshes/chandelier_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0048971, 0.22804052, 1.0184163) + double3 xformOp:translate = (-2.9863039972776826, 2.128256282019294, 2.2332652313552077) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0002" ( + prepend references = @./Meshes/chandelier_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.075823929097992, -3.0499080504971205, 1.8607433196686822) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0002" ( + prepend references = @./Meshes/plate_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.311925, -3.24878244, 0.3600590007817146) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kettle_0001" ( + prepend references = @./Meshes/kettle_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3659785799999997, 1.80773111, 0.7690193996337654) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0001" ( + prepend references = @./Meshes/tray_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.35678119, -2.8235197, 0.3420779946479255) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0002" ( + prepend references = @./Meshes/vase_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.29767047, 1.27795548, 0.9607450024833747) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0003" ( + prepend references = @./Meshes/vase_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.76832966, 1.9002032199999999, 0.7988115005492927) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0004" ( + prepend references = @./Meshes/vase_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.420525, -2.7775130000000003, 0.47389599905857005) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0000" ( + prepend references = @./Meshes/cup_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.1133333, 1.0297798, 0.70796317) + double3 xformOp:translate = (-0.03591499652263002, -4.145723551999403, 0.3760249744848159) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0001" ( + prepend references = @./Meshes/cup_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.36276575, 2.5341989899999997, 0.9421124891171638) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0002" ( + prepend references = @./Meshes/cup_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.3501930400000002, 2.6423335, 0.9139870008359139) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0003" ( + prepend references = @./Meshes/cup_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.19626301, 1.65608037, 0.7145329485595466) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0004" ( + prepend references = @./Meshes/cup_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.31169545, -2.832396, 0.3656138016286384) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0005" ( + prepend references = @./Meshes/cup_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.16341595, -3.03819465, 0.41648750684738844) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0000" ( + prepend references = @./Meshes/kitchenware_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.1133333, 1.0297798, 0.70796317) + double3 xformOp:translate = (-0.07136830156851451, -3.773583820808344, 0.45949877381622184) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0000" ( + prepend references = @./Meshes/spot_light_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.74, 6.34, 2.5866181246439095) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0001" ( + prepend references = @./Meshes/spot_light_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.74, 5.13, 2.5866181246439095) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0002" ( + prepend references = @./Meshes/spot_light_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.74, 4.03, 2.586618124706491) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0000" ( + prepend references = @./Meshes/chair_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.36882789, 2.58687617, 0.37631080611691964) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0001" ( + prepend references = @./Meshes/chair_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.02308094, 2.58687406, 0.37631080611691964) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0002" ( + prepend references = @./Meshes/chair_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.6861293, 2.5868737, 0.37631080611691964) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0003" ( + prepend references = @./Meshes/chair_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.31085257, 1.13580818, 0.3763112485258552) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0004" ( + prepend references = @./Meshes/chair_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.96036799, 1.13460258, 0.3763112485258552) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0005" ( + prepend references = @./Meshes/chair_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.6037690400000004, 1.14604814, 0.3763112485258552) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "balcony_628" + { + def Xform "cabinet_0011" ( + prepend references = @./Meshes/cabinet_0011.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.1351657, 1.1540465, 1) + double3 xformOp:translate = (-4.237173819100595, -6.109964756288609, 0.4590497533182679) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0008" ( + prepend references = @./Meshes/curtain_0008.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1.0559689, 0.6209206, 0.95904016) + double3 xformOp:translate = (-0.35434374984073175, -6.9537715785040675, 1.4371708486978472) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0009" ( + prepend references = @./Meshes/curtain_0009.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, 0, 0, 1) + float3 xformOp:scale = (1.0559689, 0.6209206, 0.95904016) + double3 xformOp:translate = (-2.5779925967598056, -7.022417154967785, 1.4730003565595877) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0002" ( + prepend references = @./Meshes/ornament_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.289006888296588, -6.559172650935036, 1.0042600730651023) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0003" ( + prepend references = @./Meshes/ornament_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.179429362789782, -6.5050425159631935, 0.9800737537809227) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0004" ( + prepend references = @./Meshes/ornament_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.481317929220723, -5.722528707735412, 1.2268423444415457) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0000" ( + prepend references = @./Meshes/bowl_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.1351657, 1.1540465, 1) + double3 xformOp:translate = (-4.225069575280401, -6.128873451030574, 0.7265902676665068) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0000" ( + prepend references = @./Meshes/plate_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.1351657, 1.1540465, 1) + double3 xformOp:translate = (-4.225071210109645, -6.165683214547096, 0.6990575104186024) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0001" ( + prepend references = @./Meshes/plate_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.1351657, 1.1540465, 1) + double3 xformOp:translate = (-4.22507123356169, -6.147945091721993, 0.706777436290417) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0000" ( + prepend references = @./Meshes/tea_set_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.176907874365527, -5.519159872469093, 0.9928797414950379) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kettle_0000" ( + prepend references = @./Meshes/kettle_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.335193156406112, -5.57342657448847, 1.0409612823987713) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0000" ( + prepend references = @./Meshes/tray_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.1351657, 1.1540465, 1) + double3 xformOp:translate = (-4.2250711462742645, -6.165683776597305, 0.6901585053241349) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0000" ( + prepend references = @./Meshes/vase_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.348603759425461, -5.950143441917492, 1.0278366783059878) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0001" ( + prepend references = @./Meshes/vase_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.185936215545135, -6.636116468677503, 1.0043045630352807) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0000" ( + prepend references = @./Meshes/painting_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.480700694599604, -6.22751095014932, 1.2603743805897025) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bedroom_579" + { + def Xform "cabinet_0012" ( + prepend references = @./Meshes/cabinet_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-0.7097364, 0.96617925, 0.9699) + double3 xformOp:translate = (2.3259064625953942, -1.245274513635825, 1.2123422643199846) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0013" ( + prepend references = @./Meshes/cabinet_0013.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.0298798, 1.0317464, 1.0098991) + double3 xformOp:translate = (3.033700073059096, -1.8564707704274954, 0.24993701429621185) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0015" ( + prepend references = @./Meshes/cabinet_0015.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (-0.92251605, 0.7151249, 0.56949997) + double3 xformOp:translate = (3.0337004750795775, -4.493935390442984, 0.14143070199902952) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0000" ( + prepend references = @./Meshes/curtain_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.543, 1, 0.8381) + double3 xformOp:translate = (2.830412038187954, -4.8705158386232394, 1.4945677891713436) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0001" ( + prepend references = @./Meshes/curtain_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.543, 1, 0.8381) + double3 xformOp:translate = (3.103045240824659, -4.799874045973397, 1.5096773504936027) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0002" ( + prepend references = @./Meshes/curtain_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.543, 1, 0.8381) + double3 xformOp:translate = (0.8342415579327911, -4.867383556366632, 1.4945677891713436) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0003" ( + prepend references = @./Meshes/curtain_0003.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.543, 1, 0.8381) + double3 xformOp:translate = (0.5616092791960631, -4.79673977877976, 1.5082859438997909) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0001" ( + prepend references = @./Meshes/television_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071067, -0, 0, 0.7071069) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.4010793452800752, -3.3029267603491137, 1.1577039648671639) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0005" ( + prepend references = @./Meshes/ornament_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (-0.92251605, 0.7151249, 0.56949997) + double3 xformOp:translate = (3.0885590804374345, -4.458531609404791, 0.36282251729335074) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0020" ( + prepend references = @./Meshes/book_0020.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (-0.92251605, 0.7151249, 0.56949997) + double3 xformOp:translate = (3.0801810187862437, -4.481506127114635, 0.3013469889472851) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0021" ( + prepend references = @./Meshes/book_0021.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (-0.92251605, 0.7151249, 0.56949997) + double3 xformOp:translate = (3.080159126894065, -4.481532310971229, 0.28802058715628803) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0001" ( + prepend references = @./Meshes/table_lamp_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.0209310226841626, -1.8704241001761046, 0.7532328778810715) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0001" ( + prepend references = @./Meshes/chandelier_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.86550045, 0.77219355, 0.6173735) + double3 xformOp:translate = (1.7240953603498017, -3.3094352892461574, 2.1679061329329223) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0000" ( + prepend references = @./Meshes/bed_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9977164, 1.0035083, 0.7513281) + double3 xformOp:translate = (2.066469203633567, -3.1958366117638475, 0.3959127833538651) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0000" ( + prepend references = @./Meshes/bedding_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9977164, 1.0035083, 0.7513281) + double3 xformOp:translate = (1.6040671942485225, -3.1959967537239424, 0.30856669555496385) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0000" ( + prepend references = @./Meshes/pillow_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9977164, 1.0035083, 0.7513281) + double3 xformOp:translate = (2.880279462498833, -3.193796390497036, 0.488580655718562) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0001" ( + prepend references = @./Meshes/pillow_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9977164, 1.0035083, 0.7513281) + double3 xformOp:translate = (2.5795126764906637, -2.742155027338064, 0.5220687390987453) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0002" ( + prepend references = @./Meshes/pillow_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9977164, 1.0035083, 0.7513281) + double3 xformOp:translate = (2.608651634415039, -3.635416653040688, 0.5226318624454674) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "wall" + { + def Xform "wall_0000" ( + prepend references = @./Meshes/wall_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.0856, 1, 1.1297) + double3 xformOp:translate = (-4.49634765625, -2.24208984375, 1.3499994351500002) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0001" ( + prepend references = @./Meshes/wall_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.90174705, 1.0215098, 1.007874) + double3 xformOp:translate = (3.233260594292636, -3.140084128212638, 1.279999485364693) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0002" ( + prepend references = @./Meshes/wall_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.3627499389648436, -2.059965019226074, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0003" ( + prepend references = @./Meshes/wall_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.6450900268554687, 2.4890019607543947, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0004" ( + prepend references = @./Meshes/wall_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.5813489723205566, 7.223099975585938, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0005" ( + prepend references = @./Meshes/wall_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.181349048614502, -7.1650997924804685, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0006" ( + prepend references = @./Meshes/wall_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.8186514472961426, -0.8768980026245118, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0007" ( + prepend references = @./Meshes/wall_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.57135009765625, -5.048930053710937, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0008" ( + prepend references = @./Meshes/wall_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.9539209938049317, 3.9230999755859375, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0009" ( + prepend references = @./Meshes/wall_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.625449981689453, -0.720999755859375, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0010" ( + prepend references = @./Meshes/wall_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.9653850555419923, 3.9230999755859375, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0011" ( + prepend references = @./Meshes/wall_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.2627519989013672, 5.573100128173828, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0012" ( + prepend references = @./Meshes/wall_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.8127509498596193, 0.9349015045166016, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0013" ( + prepend references = @./Meshes/wall_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.4254499816894532, 5.603100128173828, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0014" ( + prepend references = @./Meshes/wall_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.0913500213623046, 5.729000244140625, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0015" ( + prepend references = @./Meshes/wall_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.2686520004272461, -3.115099868774414, 1.3999939436279238) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "ceiling" + { + def Xform "ceiling_0000" ( + prepend references = @./Meshes/ceiling_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.7657605, 0.9991821, 0.68875563) + double3 xformOp:translate = (1.81865234375, -2.8617962646484374, 2.694994383428011) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0001" ( + prepend references = @./Meshes/ceiling_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (2.2502577, 0.44259918, 0.3058684) + double3 xformOp:translate = (-3.031346435546875, 4.79900390625, 2.3612960811966586) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0002" ( + prepend references = @./Meshes/ceiling_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.2478195, 1.112177, 0.6559629) + double3 xformOp:translate = (-2.1813476562500003, 1.7768368530273437, 2.6999944929494184) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0003" ( + prepend references = @./Meshes/ceiling_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.2478195, 1.1759897, 0.6559629) + double3 xformOp:translate = (-2.1813476562500003, -2.5076669311523436, 2.6999944929494184) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0004" ( + prepend references = @./Meshes/ceiling_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.03134765625, 4.79900390625, 2.8000000000000003) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0005" ( + prepend references = @./Meshes/ceiling_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.81865234375, 0.02900390625, 2.8000000000000003) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0006" ( + prepend references = @./Meshes/ceiling_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.81865234375, -2.959964355468751, 2.8000000000000003) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0007" ( + prepend references = @./Meshes/ceiling_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.1813476562500003, -6.109964355468751, 2.68) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0008" ( + prepend references = @./Meshes/ceiling_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.4901778564453128, 1.0900356445312491, 2.68) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0009" ( + prepend references = @./Meshes/ceiling_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.63135009765625, 0.029005126953125, 2.85) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "floor" + { + def Xform "floor_0000" ( + prepend references = @./Meshes/floor_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.81865234375, -2.959964355468751, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0001" ( + prepend references = @./Meshes/floor_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.03134765625, 4.79900390625, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0002" ( + prepend references = @./Meshes/floor_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.81865234375, 0.02900390625, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0003" ( + prepend references = @./Meshes/floor_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.49017822265625, 1.0900356445312502, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0004" ( + prepend references = @./Meshes/floor_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.1813476562500003, -6.10996435546875, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0005" ( + prepend references = @./Meshes/floor_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.63135009765625, 0.029005126953125, -0.30000500000023755) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + + def "Rendering" + { + def "Lights" + { + def DistantLight "DirectionalLight" + { + float angle = 3 + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + color3f color = (1, 1, 1) + float colorTemperature = 6500 + bool enableColorTemperature = 0 + float inputs:angle = 3 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 1989.4366 + bool inputs:normalize = 0 + float inputs:specular = 1 + float intensity = 1989.4366 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DistantLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (0.5850953037131666, 0.3681998215217374, 0.3815331243401485, 0.6136162090716011) + double3 xformOp:scale = (2.5, 2.5, 2.5) + double3 xformOp:translate = (-1.6529542741444632, 0.09076513772060281, 1.4072343783099508) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def DomeLight "DomeLight" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float guideRadius = 100000 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 1000 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 1 + asset inputs:texture:file = @./limpopo_golf_course_4k.hdr@ + token inputs:texture:format = "latlong" + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DomeLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0, 0, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def RectLight "RectLight" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float3[] extent = [(-50, -50, -0), (50, 50, 0)] + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 1 + float inputs:height = 1 + float inputs:intensity = 3000 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 0 + asset inputs:texture:file + float inputs:width = 1 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "RectLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (0.7071067811865475, 0.7071067811865476, 0, 0) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.183119224790151, -4.929204748557387, 1.3621231914020357) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def RectLight "RectLight_01" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float3[] extent = [(-50, -50, -0), (50, 50, 0)] + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 1 + float inputs:height = 1 + float inputs:intensity = 1000 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 0 + asset inputs:texture:file + float inputs:width = 1 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "RectLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (0.7071067811865475, 0.7071067811865476, 0, 0) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.7657403178748896, -4.893774371333954, 1.3621231914020357) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } +} + diff --git a/kujiale_0020/limpopo_golf_course_4k.hdr b/kujiale_0020/limpopo_golf_course_4k.hdr new file mode 100644 index 0000000000000000000000000000000000000000..69a8064f5ce4ae974f68c4a95a85731b92b82c23 --- /dev/null +++ b/kujiale_0020/limpopo_golf_course_4k.hdr @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d8c4f77cd64dae23dc7cc32665b6bcbc370716d3c99e255bf9359b6225862f36 +size 26179131 diff --git a/kujiale_0020/rooms.json b/kujiale_0020/rooms.json new file mode 100644 index 0000000000000000000000000000000000000000..ce9ee9bacf6b52c434d4ed5239272ca781cfa598 --- /dev/null +++ b/kujiale_0020/rooms.json @@ -0,0 +1 @@ +[{"room_type": "living room", "polygon": [[1.530991943359375, 3.80900390625], [0.14865234375, 3.80900390625], [0.14865234375, 7.10900390625], [-1.31134765625, 7.10900390625], [-1.31134765625, 5.72900390625], [-1.31134765625, 3.86900390625], [-4.51134765625, 3.86900390625], [-4.51134765625, -4.9289326171875], [0.14865234375, -4.9289326171875], [0.14865234375, -0.87099609375], [0.14865234375, 1.04900390625], [1.530991943359375, 1.04900390625]]}, {"room_type": "bedroom", "polygon": [[3.24865234375, -0.99099609375], [0.38865234375, -0.99099609375], [0.38865234375, -4.9289326171875], [3.24865234375, -4.9289326171875]]}, {"room_type": "balcony", "polygon": [[0.14865234375, -7.05099609375], [0.14865234375, -5.1689326171875], [-4.51134765625, -5.1689326171875], [-4.51134765625, -7.05099609375]]}, {"room_type": "kitchen", "polygon": [[-1.55134765625, 3.9890039062500002], [-1.55134765625, 5.60900390625], [-4.51134765625, 5.60900390625], [-4.51134765625, 3.9890039062500002]]}, {"room_type": "bathroom", "polygon": [[3.24865234375, -0.75099609375], [3.24865234375, 0.8090039062500001], [1.650991943359375, 0.8090039062500001], [0.38865234375, 0.8090039062500001], [0.38865234375, -0.75099609375]]}] \ No newline at end of file diff --git a/kujiale_0021/.thumbs/256x256/kujiale_0021.usda.png b/kujiale_0021/.thumbs/256x256/kujiale_0021.usda.png new file mode 100644 index 0000000000000000000000000000000000000000..112af44e13172195a080e84699ebc892d2cb2bbf --- /dev/null +++ b/kujiale_0021/.thumbs/256x256/kujiale_0021.usda.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:b5418a24524d1b61a48a96b1a8f1d8488cd05d4efc5cbbd76cbfa35103490b73 +size 117466 diff --git a/kujiale_0021/Materials/BasicShapeMaterial.mdl b/kujiale_0021/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/kujiale_0021/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0021/Materials/MI_56ce73fbe4b06c9946272ff4.mdl b/kujiale_0021/Materials/MI_56ce73fbe4b06c9946272ff4.mdl new file mode 100644 index 0000000000000000000000000000000000000000..6bd6c28c3318153ec0df458c3817774b5cfcf6b1 --- /dev/null +++ b/kujiale_0021/Materials/MI_56ce73fbe4b06c9946272ff4.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_56ce73fbe4b06c9946272ff4( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0021/Materials/MI_5b17a2f152b614557a297171.mdl b/kujiale_0021/Materials/MI_5b17a2f152b614557a297171.mdl new file mode 100644 index 0000000000000000000000000000000000000000..104f6f13cd6e58b472f452601e71bcc3a8398657 --- /dev/null +++ b/kujiale_0021/Materials/MI_5b17a2f152b614557a297171.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5b17a2f152b614557a297171( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0021/Materials/MI_5ec63d1ec6ff5a00013722cd.mdl b/kujiale_0021/Materials/MI_5ec63d1ec6ff5a00013722cd.mdl new file mode 100644 index 0000000000000000000000000000000000000000..8ff556427566e98c7f5e9e0e1d98f7c20c928f56 --- /dev/null +++ b/kujiale_0021/Materials/MI_5ec63d1ec6ff5a00013722cd.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5ec63d1ec6ff5a00013722cd( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0021/Materials/M_BaseMaterial.mdl b/kujiale_0021/Materials/M_BaseMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ed00d16934cd045cadecb7db4bb5dd5ddc8dd3e7 --- /dev/null +++ b/kujiale_0021/Materials/M_BaseMaterial.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0021/Materials/M_BaseMaterial_twosided.mdl b/kujiale_0021/Materials/M_BaseMaterial_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..34a066551136042c8b515bc0777c0e436c62c466 --- /dev/null +++ b/kujiale_0021/Materials/M_BaseMaterial_twosided.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_twosided( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0021/Materials/M_BaseMaterial_v2.mdl b/kujiale_0021/Materials/M_BaseMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..154aecae651add78223e5fe6138f215211f152d3 --- /dev/null +++ b/kujiale_0021/Materials/M_BaseMaterial_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0021/Materials/M_BaseMaterial_v2_twosided.mdl b/kujiale_0021/Materials/M_BaseMaterial_v2_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7d90fc45fb437460e27004b226156b66a976f877 --- /dev/null +++ b/kujiale_0021/Materials/M_BaseMaterial_v2_twosided.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2_twosided( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0021/Materials/M_TranslucentMaterial.mdl b/kujiale_0021/Materials/M_TranslucentMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..0452d78794ea94cb1040fdf3244e688785b52118 --- /dev/null +++ b/kujiale_0021/Materials/M_TranslucentMaterial.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0021/Materials/M_TranslucentMaterial_v2.mdl b/kujiale_0021/Materials/M_TranslucentMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..6cef6519dd94a7d9f305169cecdb1d5512581737 --- /dev/null +++ b/kujiale_0021/Materials/M_TranslucentMaterial_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0021/Materials/OmniUe4Base.mdl b/kujiale_0021/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a441fbaf28040302c7aaabfbcf14b24a85bdf643 --- /dev/null +++ b/kujiale_0021/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/kujiale_0021/Materials/OmniUe4Function.mdl b/kujiale_0021/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..84f4f0da48ff31d03ee611373fe3a4d2e04c9079 --- /dev/null +++ b/kujiale_0021/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/kujiale_0021/Materials/OmniUe4Translucent.mdl b/kujiale_0021/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..483a83004b8f7d5bf820a7905d06ea2d7d5894af --- /dev/null +++ b/kujiale_0021/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/kujiale_0021/Materials/Textures/BlackPlaceholder.png b/kujiale_0021/Materials/Textures/BlackPlaceholder.png new file mode 100644 index 0000000000000000000000000000000000000000..cf498a3f19c07112845752ecd2523a666d8d13b5 --- /dev/null +++ b/kujiale_0021/Materials/Textures/BlackPlaceholder.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid 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sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float 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(7.804482273436091, -0.5960859796727584, 1.1710337219471834) + } + dictionary Right = { + double3 position = (0, -500, 0) + double radius = 5 + } + dictionary Top = { + double3 position = (0, 0, 500) + double radius = 5 + } + string boundCamera = "/OmniverseKit_Persp" + } + dictionary omni_layer = { + string authoring_layer = "./kujiale_0021.usda" + } + dictionary renderSettings = { + double "rtx:post:tonemap:cm2Factor" = 2048 + double "rtx:post:tonemap:exposureTime" = 0.000016666666851961054 + double "rtx:post:tonemap:fNumber" = 2.799999952316284 + double "rtx:reflections:maxRoughness" = 1 + } + } + defaultPrim = "Root" + metersPerUnit = 1 + upAxis = "Z" +) + +def Xform "Root" +{ + def Scope "Meshes" + { + def Scope "kitchen_753" + { + def Xform "other_cooker_0000" ( + prepend references = @./Meshes/other_cooker_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (12.667709197997963, 0.6672520294185518, 0.8512233161968403) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0001" ( + prepend references = @./Meshes/other_cooker_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (13.865233413690426, -0.7452118048667196, 0.8651333999267843) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0002" ( + prepend references = @./Meshes/other_cooker_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (13.853612300867372, -0.7245231170653876, 0.860214921117367) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "basin_0000" ( + prepend references = @./Meshes/basin_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (13.893669649932308, -0.07574789784945822, 0.7082466303290739) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0000" ( + prepend references = @./Meshes/bathroom_product_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (13.982935500617009, -0.07568637808920961, 1.0821694865261007) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0000" ( + prepend references = @./Meshes/bowl_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (13.720995460552736, -0.5661928252201699, 0.8845366629628321) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0001" ( + prepend references = @./Meshes/bowl_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (13.886980014984301, -0.8858773373324164, 0.8961593865611989) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0000" ( + prepend references = @./Meshes/cup_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (12.109553127300059, 0.7984273815468662, 0.8790757722427036) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0005" ( + prepend references = @./Meshes/cup_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (13.595830205879635, 0.5283949872421941, 0.9574599055274915) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0000" ( + prepend references = @./Meshes/plate_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (12.104434246063242, 0.7981728134165854, 0.8539123724760523) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0001" ( + prepend references = @./Meshes/plate_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (13.88975232696542, -0.8836218070967284, 0.8699007835386681) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0002" ( + prepend references = @./Meshes/plate_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (13.599885253906251, 0.5161502990688683, 0.9232967957559793) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spoon_0000" ( + prepend references = @./Meshes/spoon_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (12.14938399044586, 0.8151773777125892, 0.861115731988226) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spoon_0001" ( + prepend references = @./Meshes/spoon_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (13.86452069474062, -1.0525750761038664, 0.8573497257228647) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spoon_0002" ( + prepend references = @./Meshes/spoon_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (13.615678508761198, 0.4784733943946013, 0.9274741604018961) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0000" ( + prepend references = @./Meshes/ceiling_light_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (12.840933464070549, -0.695070740772535, 2.471037833811327) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tooling_0000" ( + prepend references = @./Meshes/tooling_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (13.86764633178701, -1.02276234291944, 0.8521108202686171) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0000" ( + prepend references = @./Meshes/tablecloth_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (13.892481048700542, -0.7115784262161354, 0.8558453791009805) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0001" ( + prepend references = @./Meshes/tablecloth_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (13.803708694445058, 0.4939554557490791, 0.9095285640590312) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0000" ( + prepend references = @./Meshes/tray_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (13.88974609375, -0.8834625244140625, 0.8549489147300148) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0001" ( + prepend references = @./Meshes/tray_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (13.891396484375134, -0.8837028961181715, 0.848675701879957) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0002" ( + prepend references = @./Meshes/tray_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (13.51827392578125, 0.5244094161987379, 0.9208956100915793) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0003" ( + prepend references = @./Meshes/tray_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (13.6535205078125, 0.582630386352539, 0.87007793017575) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0009" ( + prepend references = @./Meshes/cabinet_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (12.973353486625001, -0.18103644002343758, 0.4574994989999763) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "range_hood_0000" ( + prepend references = @./Meshes/range_hood_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0680683, 1.0905833, 1.8017961) + double3 xformOp:translate = (12.654592482226512, 0.7427532148533754, 1.914125506729767) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0004" ( + prepend references = @./Meshes/flower_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (12.028976865761663, 0.4993753738414881, 0.8611568860872482) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0005" ( + prepend references = @./Meshes/flower_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (12.054076892860675, 0.4945083561294639, 0.8576850334994527) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0000" ( + prepend references = @./Meshes/kitchenware_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (12.10018673706342, 0.5394535751365794, 0.8555979962460827) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fridge_0000" ( + prepend references = @./Meshes/fridge_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.1781, 1, 1) + double3 xformOp:translate = (13.781086760663745, -1.8784099861789512, 0.9244284209381906) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bathroom_1361" + { + def Xform "basin_0001" ( + prepend references = @./Meshes/basin_0001.usd@ + ) + { + quatf xformOp:orient = (-1.3315805e-7, -0, 0, -1) + float3 xformOp:scale = (-1.2346988, 1.0050284, 0.9551282) + double3 xformOp:translate = (12.402044903814545, -4.226518093282455, 0.9320335590412676) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0001" ( + prepend references = @./Meshes/bathroom_product_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (14.91824452986793, -4.217940744813813, 1.4930910347982125) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0002" ( + prepend references = @./Meshes/bathroom_product_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.1096, 1, 0.9167) + double3 xformOp:translate = (14.519753675412419, -3.585202640468818, 1.0999994542845137) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0003" ( + prepend references = @./Meshes/bathroom_product_0003.usd@ + ) + { + quatf xformOp:orient = (-1.3315805e-7, -0, 0, -1) + float3 xformOp:scale = (-1.2346988, 1.0050284, 0.9551282) + double3 xformOp:translate = (12.413396608322506, -4.354769943099471, 1.0540742733582693) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0001" ( + prepend references = @./Meshes/ceiling_light_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (13.650415469651215, -3.5708481283405447, 2.438089842880252) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0005" ( + prepend references = @./Meshes/cabinet_0005.usd@ + ) + { + quatf xformOp:orient = (-1.3315805e-7, -0, 0, -1) + float3 xformOp:scale = (-1.2346988, 1.0050284, 0.9551282) + double3 xformOp:translate = (12.402044677734375, -4.404910718641562, 1.5802916699878424) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0006" ( + prepend references = @./Meshes/cabinet_0006.usd@ + ) + { + quatf xformOp:orient = (-1.3315805e-7, -0, 0, -1) + float3 xformOp:scale = (-1.2346988, 1.0050284, 0.9551282) + double3 xformOp:translate = (12.402045194246886, -4.2256526679858695, 0.6819119926875723) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0000" ( + prepend references = @./Meshes/daily_equipment_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.1096, 1, 0.9167) + double3 xformOp:translate = (14.464958819339122, -3.213462196349492, 0.8115721769283123) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "mirror_0000" ( + prepend references = @./Meshes/mirror_0000.usd@ + ) + { + quatf xformOp:orient = (-1.3315805e-7, -0, 0, -1) + float3 xformOp:scale = (-1.2346988, 1.0050284, 0.9551282) + double3 xformOp:translate = (12.242279090414542, -4.34460894728414, 1.5805380425642581) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "mirror_0001" ( + prepend references = @./Meshes/mirror_0001.usd@ + ) + { + quatf xformOp:orient = (-1.3315805e-7, -0, 0, -1) + float3 xformOp:scale = (-1.2346988, 1.0050284, 0.9551282) + double3 xformOp:translate = (12.706525756446249, -4.344609024058496, 1.5795828697565049) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "closestool_0000" ( + prepend references = @./Meshes/closestool_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (14.133506889337076, -4.1297118222056115, 0.25453029620508993) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0000" ( + prepend references = @./Meshes/shelf_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (13.580655341951799, -4.43991684701226, 0.7557005002989297) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "livingroom_377" + { + def Xform "chandelier_0000" ( + prepend references = @./Meshes/chandelier_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.3587, 1.3587, 1.3587) + double3 xformOp:translate = (5.312527903481132, -1.7651293157777672, 2.4573897690180666) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0001" ( + prepend references = @./Meshes/chandelier_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (9.656334018704744, -1.585535243987882, 2.234796075145948) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0002" ( + prepend references = @./Meshes/chandelier_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (9.824786231996537, -1.44995347213774, 2.346665337841247) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0001" ( + prepend references = @./Meshes/cup_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.1935863, 1.2148958, 1.163325) + double3 xformOp:translate = (10.02394286901515, -1.7768886220626496, 0.860900198382856) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0002" ( + prepend references = @./Meshes/cup_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.1935863, 1.2148958, 1.163325) + double3 xformOp:translate = (10.00684287468425, -1.8907086605010328, 0.8610865427312782) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0003" ( + prepend references = @./Meshes/cup_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.1935863, 1.2148958, 1.163325) + double3 xformOp:translate = (10.09487870408397, -1.9378887327533347, 0.8608755886265049) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0001" ( + prepend references = @./Meshes/painting_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0004084, 0.97405314, 1.014956) + double3 xformOp:translate = (7.947884521484375, 2.1014918518066406, 1.4409549978930634) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0000" ( + prepend references = @./Meshes/television_0000.usd@ + ) + { + quatf xformOp:orient = (1.2164292e-8, -2.986166e-10, -0.024541229, -0.9996988) + float3 xformOp:scale = (1.2045, 1.2045, 1.2045) + double3 xformOp:translate = (4.873592665832848, 0.9096707648937793, 1.116836151610466) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0000" ( + prepend references = @./Meshes/cabinet_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.1795, 1, 1) + double3 xformOp:translate = (4.8331734107055215, 0.7421419829692696, 0.26257211657784574) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0004" ( + prepend references = @./Meshes/cabinet_0004.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (0.8345206, 1.0029542, 0.95112) + double3 xformOp:translate = (10.797453204062638, -4.296993012082551, 1.1888995487507932) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0008" ( + prepend references = @./Meshes/cabinet_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 0.95239997) + double3 xformOp:translate = (10.082773051452902, 0.7839081573593615, 1.268964134067278) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0000" ( + prepend references = @./Meshes/tea_set_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.1935863, 1.2148958, 1.163325) + double3 xformOp:translate = (10.11789392244756, -1.8131044917545713, 0.8976221371487894) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0000" ( + prepend references = @./Meshes/ornament_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.1935863, 1.2148958, 1.163325) + double3 xformOp:translate = (9.823116388381997, -1.2725605052443425, 0.953254202369045) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0007" ( + prepend references = @./Meshes/ornament_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.98258644, 0.9, 0.9886663) + double3 xformOp:translate = (5.27690814606143, -2.030638934902053, 0.4182529490712247) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0008" ( + prepend references = @./Meshes/ornament_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.98258644, 0.9, 0.9886663) + double3 xformOp:translate = (5.234160957569195, -1.7792840480722603, 0.4785020922453463) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0009" ( + prepend references = @./Meshes/ornament_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.98258644, 0.9, 0.9886663) + double3 xformOp:translate = (4.85661603183859, -2.033126104400758, 0.5315416504785936) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0010" ( + prepend references = @./Meshes/ornament_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 0.95239997) + double3 xformOp:translate = (9.434464406393563, 0.7641131553686213, 0.9953046985086359) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0011" ( + prepend references = @./Meshes/ornament_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 0.95239997) + double3 xformOp:translate = (9.24832101809855, 0.7847593271435542, 1.7943303864910924) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0012" ( + prepend references = @./Meshes/ornament_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 0.95239997) + double3 xformOp:translate = (10.862457733345014, 0.7722233429106143, 1.441672269337075) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0013" ( + prepend references = @./Meshes/ornament_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 0.95239997) + double3 xformOp:translate = (9.612165711517367, 0.7701485824575042, 1.685786376445402) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0014" ( + prepend references = @./Meshes/ornament_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 0.95239997) + double3 xformOp:translate = (9.909130249023438, 0.8084708807468421, 0.9248802000695242) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0000" ( + prepend references = @./Meshes/vase_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.1935863, 1.2148958, 1.163325) + double3 xformOp:translate = (9.817972986239367, -1.0683355959516632, 0.9007817439280166) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "dining_table_0000" ( + prepend references = @./Meshes/dining_table_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.1935863, 1.2148958, 1.163325) + double3 xformOp:translate = (9.823938476551152, -1.52008495419326, 0.42134832097124403) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0001" ( + prepend references = @./Meshes/chair_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (8.928383180256088, -1.8995477767118223, 0.45470393971155876) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0002" ( + prepend references = @./Meshes/chair_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (10.719486082439225, -1.062337769997955, 0.4547039397115587) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0003" ( + prepend references = @./Meshes/chair_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (10.719486082439225, -1.919849748147369, 0.4547039397115587) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0004" ( + prepend references = @./Meshes/chair_0004.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (8.928383180256088, -0.9881744856961973, 0.45470393971155876) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0002" ( + prepend references = @./Meshes/table_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.146000179463626, -2.0049999878091738, 0.19648392505004453) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0003" ( + prepend references = @./Meshes/table_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (7.000794906613595, -3.638166732791223, 0.2485947151169097) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0007" ( + prepend references = @./Meshes/book_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.98258644, 0.9, 0.9886663) + double3 xformOp:translate = (5.2254907076631705, -2.229619247429589, 0.3727031722367352) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0008" ( + prepend references = @./Meshes/book_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.98258644, 0.9, 0.9886663) + double3 xformOp:translate = (5.207636100901898, -2.222041822046719, 0.39754757190994244) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0009" ( + prepend references = @./Meshes/book_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 0.95239997) + double3 xformOp:translate = (9.355350223881294, 0.7873181190480526, 0.8857556418220179) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0010" ( + prepend references = @./Meshes/book_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 0.95239997) + double3 xformOp:translate = (9.354972966079808, 0.7873797569266762, 0.9195386660867302) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0011" ( + prepend references = @./Meshes/book_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 0.95239997) + double3 xformOp:translate = (10.874826358641558, 0.7898992385861044, 1.0915545916557874) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0012" ( + prepend references = @./Meshes/book_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 0.95239997) + double3 xformOp:translate = (10.874823321837287, 0.7898921318049926, 1.0438353423438342) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0013" ( + prepend references = @./Meshes/book_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 0.95239997) + double3 xformOp:translate = (10.411774814902792, 0.7812546151547559, 1.7283526215313167) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0014" ( + prepend references = @./Meshes/book_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 0.95239997) + double3 xformOp:translate = (9.89161557538825, 0.7862167241983948, 2.176020773296982) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0015" ( + prepend references = @./Meshes/book_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 0.95239997) + double3 xformOp:translate = (9.92395665328817, 0.7812537035844136, 2.186213035783944) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0016" ( + prepend references = @./Meshes/book_0016.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 0.95239997) + double3 xformOp:translate = (9.792322940137858, 0.7812553215026955, 2.186538038753092) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0017" ( + prepend references = @./Meshes/book_0017.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 0.95239997) + double3 xformOp:translate = (9.825035439566207, 0.7862156410217281, 2.1757637034437445) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0018" ( + prepend references = @./Meshes/book_0018.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 0.95239997) + double3 xformOp:translate = (9.955559898117718, 0.786217411041287, 1.796140697576425) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0019" ( + prepend references = @./Meshes/book_0019.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 0.95239997) + double3 xformOp:translate = (10.885530467546419, 0.7812515029906757, 1.9952931050704819) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0020" ( + prepend references = @./Meshes/book_0020.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 0.95239997) + double3 xformOp:translate = (10.753792570913308, 0.7812539978027008, 1.9957681170255908) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0021" ( + prepend references = @./Meshes/book_0021.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 0.95239997) + double3 xformOp:translate = (10.91823899921265, 0.7862173461914336, 1.984797735029233) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0022" ( + prepend references = @./Meshes/book_0022.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 0.95239997) + double3 xformOp:translate = (10.786497866800683, 0.7862172164917257, 1.9849768913222485) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0023" ( + prepend references = @./Meshes/book_0023.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 0.95239997) + double3 xformOp:translate = (10.952347003234657, 0.7812534523010075, 1.9957617481705119) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0024" ( + prepend references = @./Meshes/book_0024.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 0.95239997) + double3 xformOp:translate = (10.853114608667877, 0.786215587615969, 1.984999674602454) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0025" ( + prepend references = @./Meshes/book_0025.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 0.95239997) + double3 xformOp:translate = (10.820643485511733, 0.7812551879882915, 1.9955464677896178) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0026" ( + prepend references = @./Meshes/book_0026.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 0.95239997) + double3 xformOp:translate = (9.989458606927984, 0.781253856658926, 1.806667781100837) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0027" ( + prepend references = @./Meshes/book_0027.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 0.95239997) + double3 xformOp:translate = (10.023326463049411, 0.7862173309326442, 2.17619059838687) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0028" ( + prepend references = @./Meshes/book_0028.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 0.95239997) + double3 xformOp:translate = (10.022162735050639, 0.786214756011955, 1.7964701523096935) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0029" ( + prepend references = @./Meshes/book_0029.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 0.95239997) + double3 xformOp:translate = (9.990528407007034, 0.781253684997518, 2.1862231237593366) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0030" ( + prepend references = @./Meshes/book_0030.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 0.95239997) + double3 xformOp:translate = (10.98481833068689, 0.7862149276733311, 1.9851152804031467) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0031" ( + prepend references = @./Meshes/book_0031.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 0.95239997) + double3 xformOp:translate = (10.859463105010846, 0.8067641239164052, 0.18790645348153187) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0032" ( + prepend references = @./Meshes/book_0032.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 0.95239997) + double3 xformOp:translate = (10.85946279838562, 0.806764120101884, 0.22488339577743258) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0033" ( + prepend references = @./Meshes/book_0033.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 0.95239997) + double3 xformOp:translate = (10.871728526878298, 0.8067641620635978, 2.3167109799872745) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0034" ( + prepend references = @./Meshes/book_0034.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 0.95239997) + double3 xformOp:translate = (9.395218073043814, 0.7725141944888916, 0.18643501937366122) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0035" ( + prepend references = @./Meshes/book_0035.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 0.95239997) + double3 xformOp:translate = (10.871729388961755, 0.806764146806798, 2.2781482880190578) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0036" ( + prepend references = @./Meshes/book_0036.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 0.95239997) + double3 xformOp:translate = (9.39521830734251, 0.7725141944880355, 0.2249976368594633) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0037" ( + prepend references = @./Meshes/book_0037.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 0.95239997) + double3 xformOp:translate = (9.356675295028626, 0.7877046203605619, 0.8485025108527975) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0003" ( + prepend references = @./Meshes/flower_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.094176269523391, 0.4050678023097464, 1.0031918523040968) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0000" ( + prepend references = @./Meshes/sofa_0000.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.713523384160718, -3.705095200594611, 0.313002815669302) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0001" ( + prepend references = @./Meshes/sofa_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.74, -2.13999999, 0.32534199902341376) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0000" ( + prepend references = @./Meshes/throw_pillow_0000.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.69916548094082, -3.988817457429972, 0.58663524003589) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0001" ( + prepend references = @./Meshes/throw_pillow_0001.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.080862964041919, -4.072073696849741, 0.5811885277244633) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0002" ( + prepend references = @./Meshes/throw_pillow_0002.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.822262094352224, -4.012520647381232, 0.5452820339599368) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0000" ( + prepend references = @./Meshes/wine_set_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 0.95239997) + double3 xformOp:translate = (9.540933964846518, 0.8223267574297869, 1.401745638724792) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0001" ( + prepend references = @./Meshes/wine_set_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 0.95239997) + double3 xformOp:translate = (9.979010605823659, 0.7635008466570906, 1.3926082081065123) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0002" ( + prepend references = @./Meshes/wine_set_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 0.95239997) + double3 xformOp:translate = (9.283417580894627, 0.8420506706289789, 1.3289186912099786) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0003" ( + prepend references = @./Meshes/wine_set_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 0.95239997) + double3 xformOp:translate = (9.18038743347282, 0.8420472507528304, 1.3289437379224227) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0004" ( + prepend references = @./Meshes/wine_set_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 0.95239997) + double3 xformOp:translate = (9.383777678338145, 0.8420400219014031, 1.3289256540797783) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0000" ( + prepend references = @./Meshes/spot_light_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (7.91, 1.4000000000000001, 3.2097663395840343) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0006" ( + prepend references = @./Meshes/pillow_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.666997, -2.31955528, 0.5442997470702888) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0007" ( + prepend references = @./Meshes/pillow_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.868786689999999, -2.3196811900000003, 0.5767038992441169) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0008" ( + prepend references = @./Meshes/pillow_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.7997854900000005, -1.75091851, 0.5723461959599372) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bedroom_4089" + { + def Xform "chandelier_0003" ( + prepend references = @./Meshes/chandelier_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.1354834, 1.0357456, 1.1380339) + double3 xformOp:translate = (4.5798804186595685, 2.6796191022896507, 2.1423433719820384) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0000" ( + prepend references = @./Meshes/painting_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.725, 0.725, 0.725) + double3 xformOp:translate = (4.5731445312500005, 4.48946307177545, 1.795655155078081) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0001" ( + prepend references = @./Meshes/television_0001.usd@ + ) + { + quatf xformOp:orient = (0.9996988, 0.024541229, -1.4585027e-16, 1.9883878e-15) + float3 xformOp:scale = (1.2045, 1.2045, 1.2045) + double3 xformOp:translate = (4.47359267, 1.20967076, 1.1168361613579605) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0001" ( + prepend references = @./Meshes/cabinet_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0659558, 1.0229083, 1.0710167) + double3 xformOp:translate = (5.761656010109691, 4.224928453960849, 0.2912218882245022) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0002" ( + prepend references = @./Meshes/cabinet_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0659558, 1.0229083, 1.0710167) + double3 xformOp:translate = (3.3410044598167223, 4.202328051128817, 0.2912218882245022) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0003" ( + prepend references = @./Meshes/cabinet_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.90297353, 1.083768, 1.12) + double3 xformOp:translate = (6.678611419949982, 3.3535421226790283, 1.3999994522090131) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0007" ( + prepend references = @./Meshes/cabinet_0007.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1.2224492, 0.9871245, 0.65937877) + double3 xformOp:translate = (4.533756222451733, 1.3975290854480926, 0.28680257089758004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0003" ( + prepend references = @./Meshes/ornament_0003.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1.2224492, 0.9871245, 0.65937877) + double3 xformOp:translate = (4.614272055479904, 1.403118203581504, 0.7070746109147694) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0004" ( + prepend references = @./Meshes/ornament_0004.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1.2224492, 0.9871245, 0.65937877) + double3 xformOp:translate = (3.936887118753951, 1.3894857619973622, 0.6850830431940376) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0005" ( + prepend references = @./Meshes/ornament_0005.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1.2224492, 0.9871245, 0.65937877) + double3 xformOp:translate = (4.228875612601877, 1.4864318232230331, 0.632513291140517) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0006" ( + prepend references = @./Meshes/ornament_0006.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1.2224492, 0.9871245, 0.65937877) + double3 xformOp:translate = (4.321530716176564, 1.3709091428860185, 0.6462742709135546) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0001" ( + prepend references = @./Meshes/vase_0001.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1.2224492, 0.9871245, 0.65937877) + double3 xformOp:translate = (4.908002588999999, 1.377712004665845, 0.6712595550742572) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0002" ( + prepend references = @./Meshes/vase_0002.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1.2224492, 0.9871245, 0.65937877) + double3 xformOp:translate = (5.096177729481806, 1.3812043232576454, 0.6970240044802722) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0000" ( + prepend references = @./Meshes/table_lamp_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0659558, 1.0229083, 1.0710167) + double3 xformOp:translate = (5.761615177672256, 4.270123344588165, 0.9189990731470006) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0001" ( + prepend references = @./Meshes/table_lamp_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0659558, 1.0229083, 1.0710167) + double3 xformOp:translate = (3.340963932555069, 4.247522636580353, 0.9189990731470006) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0000" ( + prepend references = @./Meshes/picture_frame_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0659558, 1.0229083, 1.0710167) + double3 xformOp:translate = (5.743391871105765, 4.113344562844836, 0.6598506974168608) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0001" ( + prepend references = @./Meshes/picture_frame_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0659558, 1.0229083, 1.0710167) + double3 xformOp:translate = (5.662310458557947, 4.132264997778583, 0.6352284720168463) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0002" ( + prepend references = @./Meshes/picture_frame_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0659558, 1.0229083, 1.0710167) + double3 xformOp:translate = (3.241658908264978, 4.1096642897707705, 0.6352284720168463) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0003" ( + prepend references = @./Meshes/picture_frame_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0659558, 1.0229083, 1.0710167) + double3 xformOp:translate = (3.322740625988578, 4.090743854837024, 0.6598506974168608) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0000" ( + prepend references = @./Meshes/curtain_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.78426075, 0.5502279, 0.8682108) + double3 xformOp:translate = (2.5947068275554557, 2.861298997829749, 1.5607995955339415) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0001" ( + prepend references = @./Meshes/curtain_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.78426075, 0.5502279, 0.8682108) + double3 xformOp:translate = (2.5196296919292416, 2.8766665378593097, 1.5461791437109482) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "hardware_decoration_0000" ( + prepend references = @./Meshes/hardware_decoration_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.78426075, 0.5502279, 0.8682108) + double3 xformOp:translate = (2.597713776594547, 2.863801454791119, 3.198015116501789) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0005" ( + prepend references = @./Meshes/book_0005.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1.2224492, 0.9871245, 0.65937877) + double3 xformOp:translate = (4.638079049035422, 1.3834600355300972, 0.5862232719987504) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0006" ( + prepend references = @./Meshes/book_0006.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1.2224492, 0.9871245, 0.65937877) + double3 xformOp:translate = (4.593381881333167, 1.418926554012798, 0.6038467185217007) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0000" ( + prepend references = @./Meshes/flower_0000.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1.2224492, 0.9871245, 0.65937877) + double3 xformOp:translate = (3.8549333430015076, 1.403922886585535, 0.6072540226548536) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0001" ( + prepend references = @./Meshes/flower_0001.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1.2224492, 0.9871245, 0.65937877) + double3 xformOp:translate = (4.0057872480282155, 1.4151895610979255, 0.6072666359513069) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0000" ( + prepend references = @./Meshes/pillow_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.8, 0.8, 0.8) + double3 xformOp:translate = (4.26392516, 4.08201121, 0.5785889210347467) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0001" ( + prepend references = @./Meshes/pillow_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.8, 0.8, 0.8) + double3 xformOp:translate = (4.87835586, 4.07509521, 0.5764264029878717) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0002" ( + prepend references = @./Meshes/pillow_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.8, 0.8, 0.8) + double3 xformOp:translate = (4.21589055, 4.2721592, 0.6136523550101373) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0003" ( + prepend references = @./Meshes/pillow_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.8, 0.8, 0.8) + double3 xformOp:translate = (4.91752767, 4.2610884, 0.6044197233202936) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0004" ( + prepend references = @./Meshes/pillow_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.8, 0.8, 0.8) + double3 xformOp:translate = (4.93045997, 4.32526157, 0.5261765617427545) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0005" ( + prepend references = @./Meshes/pillow_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.8, 0.8, 0.8) + double3 xformOp:translate = (4.20360527, 4.32136719, 0.5276474820450983) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0000" ( + prepend references = @./Meshes/bed_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.8, 0.8, 0.8) + double3 xformOp:translate = (4.59, 3.47, 0.49999960316248115) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "balcony_117" + { + def Xform "cup_0004" ( + prepend references = @./Meshes/cup_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.0253509, 1.363839, 1.1605922) + double3 xformOp:translate = (0.6730399208551211, -0.2527688599376123, 0.792127020421317) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0001" ( + prepend references = @./Meshes/ornament_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.0253509, 1.363839, 1.1605922) + double3 xformOp:translate = (0.6314077516393128, 0.06083225690683747, 0.6046619138001101) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0002" ( + prepend references = @./Meshes/ornament_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.0253509, 1.363839, 1.1605922) + double3 xformOp:translate = (0.9561021920030178, -0.23011814713299533, 0.7556481530361133) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0000" ( + prepend references = @./Meshes/chair_0000.usd@ + ) + { + quatf xformOp:orient = (0.23999488, -0, 0, -0.9707742) + float3 xformOp:scale = (1.03, 0.9845768, 1.1564074) + double3 xformOp:translate = (1.3069112757504693, -1.2345200965268237, 0.43489196127406543) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0002" ( + prepend references = @./Meshes/table_lamp_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.0253509, 1.363839, 1.1605922) + double3 xformOp:translate = (0.8405166140284043, -0.38699632987442284, 1.0052504167998395) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0002" ( + prepend references = @./Meshes/curtain_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.5715111, 1.0125576, 1.2077799) + double3 xformOp:translate = (0.10675485231011976, 0.22731707117663064, 1.6747644464561506) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0003" ( + prepend references = @./Meshes/curtain_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.5715111, 1.0125576, 1.2077799) + double3 xformOp:translate = (0.10521520403459818, -3.6262867368991967, 1.6744733201671267) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0000" ( + prepend references = @./Meshes/table_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.0253509, 1.363839, 1.1605922) + double3 xformOp:translate = (0.6969725673308936, -0.009667803339631936, 0.2820380086262974) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0001" ( + prepend references = @./Meshes/table_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.0253509, 1.363839, 1.1605922) + double3 xformOp:translate = (0.8313106616902377, -0.34546972602844894, 0.35752019915431255) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0000" ( + prepend references = @./Meshes/book_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.0253509, 1.363839, 1.1605922) + double3 xformOp:translate = (0.6592494547558927, -0.27070420053848165, 0.7258572950551705) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0001" ( + prepend references = @./Meshes/book_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.0253509, 1.363839, 1.1605922) + double3 xformOp:translate = (0.6630691422437685, -0.26466753889735223, 0.7513210323770115) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0002" ( + prepend references = @./Meshes/book_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.0253509, 1.363839, 1.1605922) + double3 xformOp:translate = (0.6569435250559318, 0.00478159639198714, 0.6276624886244406) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0003" ( + prepend references = @./Meshes/book_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.0253509, 1.363839, 1.1605922) + double3 xformOp:translate = (0.656944440889964, 0.004781608493296247, 0.6023605822467392) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0004" ( + prepend references = @./Meshes/book_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.0253509, 1.363839, 1.1605922) + double3 xformOp:translate = (0.6569446054922952, 0.004782064533503072, 0.5775234798471758) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0002" ( + prepend references = @./Meshes/flower_0002.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1.2438, 1.2438, 1.2438) + double3 xformOp:translate = (1.5761923700869653, -3.951866342352463, 0.809584530063477) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "ceiling" + { + def Xform "ceiling_0000" ( + prepend references = @./Meshes/ceiling_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.1387583, 0.8932133, 1.562911) + double3 xformOp:translate = (4.85754150390625, 2.8548568725585937, 3.06171679436528) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0001" ( + prepend references = @./Meshes/ceiling_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.8533088, 1.3536634, 1.722882) + double3 xformOp:translate = (7.025154028051075, -1.7651289702815485, 3.04999903586851) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0002" ( + prepend references = @./Meshes/ceiling_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (7.02515380859375, -1.1675087890625002, 3.3000000000000003) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0003" ( + prepend references = @./Meshes/ceiling_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.748106933593751, 2.8548569335937506, 3.3000000000000003) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0004" ( + prepend references = @./Meshes/ceiling_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.1462836914062502, -1.7651289062500002, 3.3000000000000003) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0005" ( + prepend references = @./Meshes/ceiling_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (13.600367187500002, -3.5816484375000006, 2.5) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0006" ( + prepend references = @./Meshes/ceiling_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (12.973353027343752, -0.7542675170898439, 2.5) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0007" ( + prepend references = @./Meshes/ceiling_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (7.721508550643921, 0.0274249267578125, 3.35) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "wall" + { + def Xform "wall_0000" ( + prepend references = @./Meshes/wall_0000.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1.6912227, 3.2751477, 1.0361985) + double3 xformOp:translate = (5.623403320312405, -4.424264580385191, 1.3999994241796354) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0001" ( + prepend references = @./Meshes/wall_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.6798301, 0.9062848, 1.1199759) + double3 xformOp:translate = (4.86396484375, 0.9286580657958985, 1.3999994400120264) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0002" ( + prepend references = @./Meshes/wall_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0491177, 0.318978, 1.3059607) + double3 xformOp:translate = (4.5357284055463065, 4.539099742102012, 1.5741593325296432) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0003" ( + prepend references = @./Meshes/wall_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (11.513964843750001, 1.0563509750366211, 1.6499949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0004" ( + prepend references = @./Meshes/wall_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (8.745130004882812, 1.653970947265625, 1.6499949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0005" ( + prepend references = @./Meshes/wall_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.5080354404449463, 1.0653509902954101, 1.6499949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0006" ( + prepend references = @./Meshes/wall_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (7.721505098342896, -4.586610107421875, 1.6499949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0007" ( + prepend references = @./Meshes/wall_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (13.660400390625, -2.570790023803711, 1.6499949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0008" ( + prepend references = @./Meshes/wall_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.401259994506836, 0.0874749755859375, 1.6499901470541953) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0009" ( + prepend references = @./Meshes/wall_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (15.5427001953125, -3.5816500091552737, 1.6499949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0010" ( + prepend references = @./Meshes/wall_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.748109970092774, 4.638460083007812, 1.6499949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0011" ( + prepend references = @./Meshes/wall_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (11.652150268554688, -1.7651300430297852, 1.6499453638028354) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0012" ( + prepend references = @./Meshes/wall_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.09968984961509705, -1.7651300430297852, 1.6499949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0013" ( + prepend references = @./Meshes/wall_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (14.288699951171875, -0.6942700576782227, 1.6499949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0014" ( + prepend references = @./Meshes/wall_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (7.100859985351563, 2.8489559936523436, 1.6499949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0015" ( + prepend references = @./Meshes/wall_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (7.987495117187501, 2.2515899658203127, 1.6499949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "floor" + { + def Xform "floor_0000" ( + prepend references = @./Meshes/floor_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (12.973353027343752, -0.754267578125, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0001" ( + prepend references = @./Meshes/floor_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (13.600367187500002, -3.5816484375000006, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0002" ( + prepend references = @./Meshes/floor_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (7.02515380859375, -1.1675087890625002, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0003" ( + prepend references = @./Meshes/floor_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.748106933593751, 2.8548569335937506, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0004" ( + prepend references = @./Meshes/floor_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.1462836914062502, -1.7651289062500002, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0005" ( + prepend references = @./Meshes/floor_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (7.721508550643921, 0.0274249267578125, -0.30000500000023755) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "other" + { + def Xform "doorsill_0000" ( + prepend references = @./Meshes/doorsill_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (11.65805029296875, -3.2041655273437506, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0001" ( + prepend references = @./Meshes/doorsill_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (9.400049804687502, -4.5925097656250005, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0002" ( + prepend references = @./Meshes/doorsill_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.392258056640625, -1.7577480239868166, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0003" ( + prepend references = @./Meshes/doorsill_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (11.6580498046875, -0.9007875518798829, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0004" ( + prepend references = @./Meshes/doorsill_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (7.10395654296875, 1.7374929809570312, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "door_0000" ( + prepend references = @./Meshes/door_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (11.68395728, -3.2041663799999998, 1.0209995009999764) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0000" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0001" ( + prepend references = @./Meshes/door_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (11.65805054, -0.90078678, 1.0559993729999764) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0001" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "physics_constraint_0003" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + + over "group_0003" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0002" ( + prepend references = @./Meshes/door_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (9.40004882, -4.56352222, 1.2117495009999766) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0002" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0003" ( + prepend references = @./Meshes/door_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.39225802, -1.7577478800000002, 1.1998040654296642) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0003" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "physics_constraint_0003" + { + token visibility = "invisible" + } + + over "physics_constraint_0004" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + + over "group_0003" + { + token visibility = "invisible" + } + + over "group_0004" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0004" ( + prepend references = @./Meshes/door_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (7.07950256, 1.7374934, 1.0209995009999764) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0004" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "window_0000" ( + prepend references = @./Meshes/window_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (14.34035478, -0.6577479300000001, 1.4999995299999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0001" ( + prepend references = @./Meshes/window_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (15.5943831, -3.5907870500000003, 1.4999995299999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0002" ( + prepend references = @./Meshes/window_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.3404948, 2.8322522099999996, 1.5999995099999764) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0003" ( + prepend references = @./Meshes/window_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.09968969, -1.76512893, 1.5999997230702887) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + + def "Rendering" + { + def "Lights" + { + def DistantLight "DirectionalLight" + { + float angle = 3 + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + color3f color = (1, 1, 1) + float colorTemperature = 6500 + bool enableColorTemperature = 0 + float inputs:angle = 3 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 2984.155 + bool inputs:normalize = 0 + float inputs:specular = 1 + float intensity = 2984.155 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DistantLight" + uniform token purpose = "default" + token visibility = "inherited" + bool visibleInPrimaryRay = 0 + quatd xformOp:orient = (0.48374942922996444, 0.30818240914740097, -0.440130084895071, -0.6908658341400632) + double3 xformOp:scale = (2.5, 2.5, 2.5) + double3 xformOp:translate = (4.170000000000001, -1.6000000000000003, 1.9999999999999991) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def DomeLight "DomeLight" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float guideRadius = 100000 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 1000 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 1 + asset inputs:texture:file = @./limpopo_golf_course_4k.hdr@ + token inputs:texture:format = "latlong" + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DomeLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0, 0, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def RectLight "RectLight" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float3[] extent = [(-50, -50, -0), (50, 50, 0)] + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 1 + float inputs:height = 1.5 + float inputs:intensity = 1000 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 0 + asset inputs:texture:file + float inputs:width = 1.5 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "RectLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (0.4999999999999998, 0.5000000000000002, -0.5000000000000002, -0.5) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.511150915340374, -1.7418187802065064, 1.5437748510519997) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } +} + diff --git a/kujiale_0021/limpopo_golf_course_4k.hdr b/kujiale_0021/limpopo_golf_course_4k.hdr new file mode 100644 index 0000000000000000000000000000000000000000..69a8064f5ce4ae974f68c4a95a85731b92b82c23 --- /dev/null +++ b/kujiale_0021/limpopo_golf_course_4k.hdr @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d8c4f77cd64dae23dc7cc32665b6bcbc370716d3c99e255bf9359b6225862f36 +size 26179131 diff --git a/kujiale_0021/rooms.json b/kujiale_0021/rooms.json new file mode 100644 index 0000000000000000000000000000000000000000..8b32564a52b2018ca88ed9074b712e49ec750c3a --- /dev/null +++ b/kujiale_0021/rooms.json @@ -0,0 +1 @@ +[{"room_type": "living room", "polygon": [[8.6310283203125, 0.9422520751953125], [8.6310283203125, 2.1374931640625], [7.22395654296875, 2.1374931640625], [7.22395654296875, 0.9422520751953125], [2.512258056640625, 0.9422520751953125], [2.512258056640625, -4.472509765625], [11.5380498046875, -4.472509765625], [11.5380498046875, -2.570787109375], [11.5380498046875, 0.9422520751953125]]}, {"room_type": "bedroom", "polygon": [[6.98395654296875, 1.1822520751953125], [6.98395654296875, 2.2574931640625002], [6.98395654296875, 4.5274619140625], [2.512258056640625, 4.5274619140625], [2.512258056640625, 1.1822520751953125]]}, {"room_type": "balcony", "polygon": [[0.020310272216796876, 0.9422520751953125], [0.020310272216796876, -4.472509765625], [2.272258056640625, -4.472509765625], [2.272258056640625, 0.9422520751953125]]}, {"room_type": "kitchen", "polygon": [[11.7780498046875, 0.9422520751953125], [11.7780498046875, -2.450787109375], [14.16865625, -2.450787109375], [14.16865625, 0.9422520751953125]]}, {"room_type": "bathroom", "polygon": [[15.4226845703125, -4.472509765625], [15.4226845703125, -2.690787109375], [14.28865625, -2.690787109375], [11.7780498046875, -2.690787109375], [11.7780498046875, -4.472509765625]]}] \ No newline at end of file diff --git a/kujiale_0022/.thumbs/256x256/kujiale_0022.usda.png b/kujiale_0022/.thumbs/256x256/kujiale_0022.usda.png new file mode 100644 index 0000000000000000000000000000000000000000..da300e9663e251632ea4297e601ed93af4352cd0 --- /dev/null +++ b/kujiale_0022/.thumbs/256x256/kujiale_0022.usda.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:b4870ffcd928c58694f85cdbb6b2dc753dff734cad47a1898752b82f7f40148b +size 126601 diff --git a/kujiale_0022/Materials/BasicShapeMaterial.mdl b/kujiale_0022/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/kujiale_0022/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0022/Materials/MI_54f91a30e4b06aa8135301fa.mdl b/kujiale_0022/Materials/MI_54f91a30e4b06aa8135301fa.mdl new file mode 100644 index 0000000000000000000000000000000000000000..3de9c75ff7b5d3e35960268aa1e22d6fddb4b38a --- /dev/null +++ b/kujiale_0022/Materials/MI_54f91a30e4b06aa8135301fa.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_54f91a30e4b06aa8135301fa( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0022/Materials/MI_5d6624e3dcc7dc00013d7a86.mdl b/kujiale_0022/Materials/MI_5d6624e3dcc7dc00013d7a86.mdl new file mode 100644 index 0000000000000000000000000000000000000000..daef16b7a5a9567556fffc38f76ebc1495c871e5 --- /dev/null +++ b/kujiale_0022/Materials/MI_5d6624e3dcc7dc00013d7a86.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5d6624e3dcc7dc00013d7a86( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0022/Materials/M_BaseMaterial.mdl b/kujiale_0022/Materials/M_BaseMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ed00d16934cd045cadecb7db4bb5dd5ddc8dd3e7 --- /dev/null +++ b/kujiale_0022/Materials/M_BaseMaterial.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0022/Materials/M_BaseMaterial_twosided.mdl b/kujiale_0022/Materials/M_BaseMaterial_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..34a066551136042c8b515bc0777c0e436c62c466 --- /dev/null +++ b/kujiale_0022/Materials/M_BaseMaterial_twosided.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_twosided( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0022/Materials/M_BaseMaterial_v2.mdl b/kujiale_0022/Materials/M_BaseMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..154aecae651add78223e5fe6138f215211f152d3 --- /dev/null +++ b/kujiale_0022/Materials/M_BaseMaterial_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0022/Materials/M_BaseMaterial_v2_twosided.mdl b/kujiale_0022/Materials/M_BaseMaterial_v2_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7d90fc45fb437460e27004b226156b66a976f877 --- /dev/null +++ b/kujiale_0022/Materials/M_BaseMaterial_v2_twosided.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2_twosided( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0022/Materials/M_TranslucentMaterial.mdl b/kujiale_0022/Materials/M_TranslucentMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..0452d78794ea94cb1040fdf3244e688785b52118 --- /dev/null +++ b/kujiale_0022/Materials/M_TranslucentMaterial.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0022/Materials/M_TranslucentMaterial_v2.mdl b/kujiale_0022/Materials/M_TranslucentMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..6cef6519dd94a7d9f305169cecdb1d5512581737 --- /dev/null +++ b/kujiale_0022/Materials/M_TranslucentMaterial_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0022/Materials/OmniUe4Base.mdl b/kujiale_0022/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a441fbaf28040302c7aaabfbcf14b24a85bdf643 --- /dev/null +++ b/kujiale_0022/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/kujiale_0022/Materials/OmniUe4Function.mdl b/kujiale_0022/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..84f4f0da48ff31d03ee611373fe3a4d2e04c9079 --- /dev/null +++ b/kujiale_0022/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/kujiale_0022/Materials/OmniUe4Translucent.mdl b/kujiale_0022/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..483a83004b8f7d5bf820a7905d06ea2d7d5894af --- /dev/null +++ b/kujiale_0022/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/kujiale_0022/Materials/Textures/BlackPlaceholder.png b/kujiale_0022/Materials/Textures/BlackPlaceholder.png new file mode 100644 index 0000000000000000000000000000000000000000..cf498a3f19c07112845752ecd2523a666d8d13b5 --- /dev/null +++ b/kujiale_0022/Materials/Textures/BlackPlaceholder.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid 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a/kujiale_0022/Materials/Textures/wood01.jpg b/kujiale_0022/Materials/Textures/wood01.jpg new file mode 100644 index 0000000000000000000000000000000000000000..5e3dd0a38c14a53e7f87590a38780c1230dcc90c --- /dev/null +++ b/kujiale_0022/Materials/Textures/wood01.jpg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:26c80c48967f007bf1ce7200f6508c724f6fd4aa86b6ac8beab3ba76c691d277 +size 36034427 diff --git a/kujiale_0022/Materials/WorldGridMaterial.mdl b/kujiale_0022/Materials/WorldGridMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..1374299f552cc467f093777626b92f4faa277cc4 --- /dev/null +++ b/kujiale_0022/Materials/WorldGridMaterial.mdl @@ -0,0 +1,77 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float 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(-0.45420718284679534, -0.3363403702778484, 1.345575625514615) + double3 target = (2.209596404337043, -1.209182614540284, 1.00500156381324) + } + dictionary Right = { + double3 position = (0, -500, 0) + double radius = 5 + } + dictionary Top = { + double3 position = (0, 0, 500) + double radius = 5 + } + string boundCamera = "/OmniverseKit_Persp" + } + dictionary omni_layer = { + string authoring_layer = "./kujiale_0022.usda" + } + dictionary renderSettings = { + bool "rtx:post:histogram:enabled" = 1 + double "rtx:post:histogram:maxEV" = 131072000 + double "rtx:post:histogram:minEV" = 0.1220703125 + double "rtx:post:histogram:tau" = 2 + double "rtx:post:histogram:whiteScale" = 5 + double "rtx:reflections:maxRoughness" = 1 + } + } + defaultPrim = "Root" + metersPerUnit = 1 + upAxis = "Z" +) + +def Xform "Root" +{ + def Scope "Meshes" + { + def Scope "kitchen_891" + { + def Xform "range_hood_0000" ( + prepend references = @./Meshes/range_hood_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 0.99990004, 1.0998) + double3 xformOp:translate = (-0.4002467833697135, 1.3144291416133251, 1.9700101941370378) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "basin_0000" ( + prepend references = @./Meshes/basin_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.1169081114066124, 2.097428504755281, 0.7031522130338378) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0000" ( + prepend references = @./Meshes/bathroom_product_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.0902590180139704, 2.225584663109515, 1.0163527144701465) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0000" ( + prepend references = @./Meshes/other_cooker_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.40990588379067594, 1.323433944697135, 0.8633224234226224) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0000" ( + prepend references = @./Meshes/daily_equipment_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.744701951981388, 2.1089036316883623, 0.9208221196251231) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0001" ( + prepend references = @./Meshes/daily_equipment_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.6836899442684516, 2.0932407360079965, 0.9208431274550373) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0008" ( + prepend references = @./Meshes/cabinet_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.6349074001328125, 1.4974282996562502, 0.44499949899997643) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0009" ( + prepend references = @./Meshes/cabinet_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.9383856118023797, 1.4974317826953125, 1.9999995379999764) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0010" ( + prepend references = @./Meshes/cabinet_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.7349074122622071, 1.49742828515625, 1.9999995379999764) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0005" ( + prepend references = @./Meshes/ornament_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.3134187049714038, 2.1079265365595, 0.8643917838887646) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0006" ( + prepend references = @./Meshes/ornament_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.4034278221390404, 0.8046593284342959, 0.9904349903899354) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_5a24f8f2c7aee33a05979c65" + { + over "MI_5d6624e3dcc7dc00013d7a86" + { + float inputs:Opacity = 0.01 + } + } + } + } + + def Xform "ornament_0007" ( + prepend references = @./Meshes/ornament_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.26642875099979446, 0.8159896850249401, 0.9609345380197594) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_5a24f8f2c7aee33a05979c65" + { + over "MI_5d6624e3dcc7dc00013d7a86" + { + float inputs:Opacity = 0.01 + } + } + } + } + + def Xform "ornament_0008" ( + prepend references = @./Meshes/ornament_0008.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.45492945194140455, 0.7406206684177136, 0.9689049247755812) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0009" ( + prepend references = @./Meshes/ornament_0009.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.33895668983223787, 0.7436204433510105, 0.984587920867804) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_5a24f8f2c7aee33a05979c65" + { + over "MI_5d6624e3dcc7dc00013d7a86" + { + float inputs:Opacity = 0.01 + } + } + } + } + + def Xform "ornament_0010" ( + prepend references = @./Meshes/ornament_0010.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.2657574481861114, 0.7439759121062842, 0.9383892705076478) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_5a24f8f2c7aee33a05979c65" + { + over "MI_5d6624e3dcc7dc00013d7a86" + { + float inputs:Opacity = 0.01 + } + } + } + } + + def Xform "door_0000" ( + prepend references = @./Meshes/door_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.526700243000242, 0.6399598436602174, 0.07803653308102348) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0000" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0002" ( + prepend references = @./Meshes/door_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.343114699359699, 0.6398919568307936, 0.07803653308102348) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0002" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "ceiling_light_0001" ( + prepend references = @./Meshes/ceiling_light_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0029839, 0.50149196, 0.07423409) + double3 xformOp:translate = (-1.6346209885046414, 1.3788561572351659, 2.3790259244246306) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fridge_0000" ( + prepend references = @./Meshes/fridge_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.8361642302969163, 0.9584247894475868, 0.790629459108174) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "knife_0000" ( + prepend references = @./Meshes/knife_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.7699948844689137, 1.6051890889569356, 0.8587659023751214) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0000" ( + prepend references = @./Meshes/kitchenware_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.803653564453101, 1.6150093078613281, 0.8460577275009078) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0001" ( + prepend references = @./Meshes/kitchenware_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.0058415145858992, 2.2010359001160347, 0.902187032982053) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tooling_0000" ( + prepend references = @./Meshes/tooling_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.6608128613321992, 2.1069294929501146, 0.947638074023407) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0000" ( + prepend references = @./Meshes/shelf_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.6588310509128061, 2.158565254193971, 0.9415880784649346) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0000" ( + prepend references = @./Meshes/bowl_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.5323839836118052, 2.1546327781764636, 0.9438071656155581) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0001" ( + prepend references = @./Meshes/bowl_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.5296169929502028, 2.154676492699202, 1.0093595318722606) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0002" ( + prepend references = @./Meshes/bowl_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.5323840084074563, 2.154632820135556, 0.9085343480048371) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0003" ( + prepend references = @./Meshes/bowl_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.3940445632928373, 2.1568201637329905, 0.8846912922796911) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0004" ( + prepend references = @./Meshes/bowl_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.5342553215027894, 2.1546032753050364, 0.8846993257576827) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0005" ( + prepend references = @./Meshes/bowl_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.3921729717250884, 2.1568498039306765, 0.9085306630072337) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0006" ( + prepend references = @./Meshes/bowl_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.5323840084074563, 2.154632820135556, 0.9790675663886264) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bathroom_2215" + { + def Xform "basin_0001" ( + prepend references = @./Meshes/basin_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.28708119964574225, 1.2702554321302422, 0.7121097752684176) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0001" ( + prepend references = @./Meshes/bathroom_product_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.22110833242527023, 3.6747193314845124, 1.552283740138716) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0002" ( + prepend references = @./Meshes/bathroom_product_0002.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1.0641, 1, 1) + double3 xformOp:translate = (0.8497888685106115, 3.0271304798600718, 1.1999994542231998) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0003" ( + prepend references = @./Meshes/bathroom_product_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.08224807296495615, 1.3264250013933083, 0.8414444479385089) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0002" ( + prepend references = @./Meshes/daily_equipment_0002.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1.0641, 1, 1) + double3 xformOp:translate = (1.2062857146495443, 3.081924725576105, 0.8853629643529967) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0003" ( + prepend references = @./Meshes/daily_equipment_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.09287232014349797, 2.4583749618308564, 1.4834259531706924) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0004" ( + prepend references = @./Meshes/daily_equipment_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.08916927906186488, 2.4575513687048063, 1.4382250225236195) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0007" ( + prepend references = @./Meshes/cabinet_0007.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.29555629730923444, 1.2755285949703523, 0.4948820149537425) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0012" ( + prepend references = @./Meshes/ornament_0012.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.21045876884549714, 1.7014921417105633, 0.6839016978497467) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "closestool_0000" ( + prepend references = @./Meshes/closestool_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.31531624637845246, 2.487879972770908, 0.26032208627778397) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0003" ( + prepend references = @./Meshes/cup_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.3233102865226746, 1.7739090509391124, 0.6831103522341437) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0002" ( + prepend references = @./Meshes/vase_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.09797926139604002, 0.7913224296534597, 0.6984832522492058) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0003" ( + prepend references = @./Meshes/vase_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.06209730529825315, 1.8263435287467218, 0.9955357129211083) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0000" ( + prepend references = @./Meshes/ceiling_light_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0029839, 0.50149196, 0.07423409) + double3 xformOp:translate = (0.8883565352990695, 2.5111184253015724, 2.3901237794309083) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0001" ( + prepend references = @./Meshes/shelf_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.048418793678283695, 1.7898355102539063, 0.9422604710693048) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0002" ( + prepend references = @./Meshes/shelf_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.08234466853566744, 2.4457464446275354, 1.3506133229366344) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0001" ( + prepend references = @./Meshes/tray_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.06602383327484304, 1.8714539222717477, 0.651844810212078) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0002" ( + prepend references = @./Meshes/tray_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.06600677013397316, 1.7338598823543456, 0.6517032544238359) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "mirror_0000" ( + prepend references = @./Meshes/mirror_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.09417657223750042, 0.7771970286671086, 1.2356582355335866) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "mirror_0001" ( + prepend references = @./Meshes/mirror_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.03260811662360041, 1.27434626769876, 1.412826381407642) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bedroom_1297" + { + def Xform "storage_0000" ( + prepend references = @./Meshes/storage_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.9747, 1.04, 1.04) + double3 xformOp:translate = (2.297871477102848, 2.433392621998696, 0.864714310735563) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0000" ( + prepend references = @./Meshes/cabinet_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.9747, 1.04, 1.04) + double3 xformOp:translate = (2.134970319831475, 2.8950124313285603, 1.2998232837297028) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0003" ( + prepend references = @./Meshes/cabinet_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.047351, 0.98834926, 0.9748914) + double3 xformOp:translate = (5.190759336815407, 3.830000105876069, 0.24434760857889445) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0005" ( + prepend references = @./Meshes/cabinet_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.73879707, 0.7107692, 0.8592529) + double3 xformOp:translate = (2.715444201863688, 3.830000103835146, 0.23554718962150673) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0002" ( + prepend references = @./Meshes/tea_set_0002.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1.047351, 0.98834926, 0.9748914) + double3 xformOp:translate = (4.988267257148279, 3.846162958857155, 0.5294667036758403) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0001" ( + prepend references = @./Meshes/television_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.8751, 0.8751, 0.8751) + double3 xformOp:translate = (3.9641730771758468, 0.646021988630058, 1.2119075177259355) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0000" ( + prepend references = @./Meshes/chandelier_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.8137, 0.8137, 0.8137) + double3 xformOp:translate = (3.9302771909557035, 2.5896126603344967, 2.1571498657325474) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0001" ( + prepend references = @./Meshes/bedding_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9829802, 1.0143613, 0.9967235) + double3 xformOp:translate = (3.9362959479815185, 2.445040808278934, 0.44905141875859267) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0002" ( + prepend references = @./Meshes/bedding_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9829802, 1.0143613, 0.9967235) + double3 xformOp:translate = (3.937081411400268, 2.629780124042002, 0.4645014716617766) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0001" ( + prepend references = @./Meshes/table_lamp_0001.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1.047351, 0.98834926, 0.9748914) + double3 xformOp:translate = (5.202037797464834, 3.829982223045203, 0.7910182270990996) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0002" ( + prepend references = @./Meshes/table_lamp_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.73879707, 0.7107692, 0.8592529) + double3 xformOp:translate = (2.688017268934134, 3.8313458839034666, 0.7796613036743802) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0000" ( + prepend references = @./Meshes/pillow_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9829802, 1.0143613, 0.9967235) + double3 xformOp:translate = (4.394152658815054, 3.837192937582063, 0.7088670735662778) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0001" ( + prepend references = @./Meshes/pillow_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9829802, 1.0143613, 0.9967235) + double3 xformOp:translate = (3.572754583370769, 3.8325701348476877, 0.7081361012762385) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0000" ( + prepend references = @./Meshes/bed_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9829802, 1.0143613, 0.9967235) + double3 xformOp:translate = (3.950999918992163, 2.9939999389839476, 0.5490636649590079) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0000" ( + prepend references = @./Meshes/plate_0000.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1.047351, 0.98834926, 0.9748914) + double3 xformOp:translate = (4.989456944288724, 3.8461630462246355, 0.49457199132647817) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "livingroom_1803" + { + def Xform "cabinet_0001" ( + prepend references = @./Meshes/cabinet_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.90879506, 1.0029542, 1.0399547) + double3 xformOp:translate = (-1.8443908074968567, -2.311032506192212, 1.2999994957737446) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0006" ( + prepend references = @./Meshes/cabinet_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.87329996, 1, 1) + double3 xformOp:translate = (3.540570208825211, 0.28527033990054235, 0.2625718686225198) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0000" ( + prepend references = @./Meshes/curtain_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.6516, 0.7602, 0.8049) + double3 xformOp:translate = (4.526278119184095, -0.1109141387447884, 1.435346770642608) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0001" ( + prepend references = @./Meshes/curtain_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.6516, 0.7602, 0.8049) + double3 xformOp:translate = (4.4728000001281565, 0.21566903420351136, 1.449856757098663) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0002" ( + prepend references = @./Meshes/curtain_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.6516, 0.7602, 0.8049) + double3 xformOp:translate = (4.523891060592354, -2.506319065998411, 1.435346770642608) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0003" ( + prepend references = @./Meshes/curtain_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.6516, 0.7602, 0.8049) + double3 xformOp:translate = (4.470508634182204, -2.8334236493132186, 1.4485201820479696) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0000" ( + prepend references = @./Meshes/ornament_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.0794877929687936, 0.2427370758056429, 0.593334629059515) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0001" ( + prepend references = @./Meshes/ornament_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.050530265808655, 0.3297657737837265, 0.605372238159497) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0002" ( + prepend references = @./Meshes/ornament_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.5076139411738976, -2.557313556822542, 0.5329873119344412) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0003" ( + prepend references = @./Meshes/ornament_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.9238945, 0.9665198, 1.153002) + double3 xformOp:translate = (-0.3028838241479881, -2.146593212868634, 0.9447953124512937) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0011" ( + prepend references = @./Meshes/ornament_0011.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.9764007834955617, -2.917403606415612, 0.5781890831006897) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0000" ( + prepend references = @./Meshes/book_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.037632961273065, 0.2991243209840803, 0.5470695125691281) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0001" ( + prepend references = @./Meshes/book_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.0631275520324723, 0.29752312469394554, 0.5323562202104434) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0000" ( + prepend references = @./Meshes/flower_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.064124836742543, 0.3009403214487091, 0.7175578037705719) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0000" ( + prepend references = @./Meshes/tea_set_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.8561084979144358, 0.294004082762943, 0.5803951092122457) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0001" ( + prepend references = @./Meshes/tea_set_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.9238945, 0.9665198, 1.153002) + double3 xformOp:translate = (-0.06837119013172441, -2.565000860411977, 0.8927041125140224) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0003" ( + prepend references = @./Meshes/tea_set_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.3913693237304687, -1.551681272490576, 0.3143296203435671) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0004" ( + prepend references = @./Meshes/tea_set_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.210123561699869, -1.4196071510883295, 0.3989558907564171) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0000" ( + prepend references = @./Meshes/television_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.84650004, 0.84650004, 0.84650004) + double3 xformOp:translate = (3.5405175900526276, 0.48058885040805843, 1.2452763181436444) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0001" ( + prepend references = @./Meshes/chandelier_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.117824584961409, -1.4120007314166652, 1.9932229679529583) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0003" ( + prepend references = @./Meshes/chandelier_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.711365, 0.711365, 0.7807286) + double3 xformOp:translate = (-0.31906688519750986, -2.255166525689521, 2.034500521959528) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0000" ( + prepend references = @./Meshes/bedding_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.3693373105795605, -2.2859978183167926, 0.36894758911585357) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0000" ( + prepend references = @./Meshes/throw_pillow_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.7472086562644935, -2.5586759719135475, 0.6623332021892985) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0001" ( + prepend references = @./Meshes/throw_pillow_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.115365249271341, -2.429456176558333, 0.7141424179259814) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0002" ( + prepend references = @./Meshes/throw_pillow_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.056917472873094, -2.791266769421799, 0.6153868713280576) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0003" ( + prepend references = @./Meshes/throw_pillow_0003.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.809822769164654, -2.7934404373114132, 0.5645732955982771) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0004" ( + prepend references = @./Meshes/throw_pillow_0004.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.3300503845211438, -2.8115117263739133, 0.5605903244068843) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0000" ( + prepend references = @./Meshes/sofa_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.8407003173510477, -2.5548077697161378, 0.41330419939903534) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0000" ( + prepend references = @./Meshes/chair_0000.usd@ + ) + { + quatf xformOp:orient = (0.9952291, -0, 0, 0.09756525) + float3 xformOp:scale = (-0.7950368, 1.0000373, 1) + double3 xformOp:translate = (-0.9950623049398761, -2.047166893242692, 0.4546967963867194) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "chair_0000" + { + over "mesh_0004" + { + token visibility = "inherited" + + over "SM_Clutter_0002_Part_0000_137" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + token visibility = "inherited" + } + } + + over "mesh_0002" + { + over "SM_Clutter_0004_Part_0000_135" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0001" + { + over "SM_Clutter_0005_Part_0000_134" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0005" + { + over "SM_Clutter_0001_Part_0000_138" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + } + } + } + + def Xform "chair_0001" ( + prepend references = @./Meshes/chair_0001.usd@ + ) + { + quatf xformOp:orient = (0.9952291, -0, 0, 0.09756525) + float3 xformOp:scale = (-0.7950368, 1.0000373, 1) + double3 xformOp:translate = (-0.9950623049398761, -2.705558006523942, 0.4546967963867194) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0002" ( + prepend references = @./Meshes/chair_0002.usd@ + ) + { + quatf xformOp:orient = (0.9978035, -0, 0, -0.06624352) + float3 xformOp:scale = (0.7950771, 0.9999771, 1) + double3 xformOp:translate = (0.39053623304488233, -1.9877037860255746, 0.4546967963867194) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_5e9405c87fdaa4000170961b" + { + over "MI_54f91a30e4b06aa8135301fa" + { + float inputs:IsNormalTex = 1 + asset inputs:Normal_Tex = @./Materials/Textures/Fabric_Normal01.png@ + } + } + } + + over "Meshes" + { + over "chair_0002" ( + prepend apiSchemas = ["SemanticsAPI:Semantics"] + instanceable = false + ) + { + bool physics:kinematicEnabled = 1 + bool physics:rigidBodyEnabled = 1 + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (0.001, 0.001, 0.001) + double3 xformOp:translate = (0, 0, -0.4550730288028717) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "mesh_0004" + { + over "SM_Clutter_0002_Part_0000_137" + { + token visibility = "inherited" + } + } + } + } + } + + def Xform "chair_0003" ( + prepend references = @./Meshes/chair_0003.usd@ + ) + { + quatf xformOp:orient = (0.9978035, -0, 0, -0.06624352) + float3 xformOp:scale = (0.7950771, 0.9999771, 1) + double3 xformOp:translate = (0.4078497706425386, -2.7021971942286998, 0.4546967963867194) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "door_0001" ( + prepend references = @./Meshes/door_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.343116041179446, 0.48489733407415764, 0.07803653308102348) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0001" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "cup_0000" ( + prepend references = @./Meshes/cup_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.9238945, 0.9665198, 1.153002) + double3 xformOp:translate = (-0.14311471325389336, -2.5369680938503687, 0.8530915065127557) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0001" ( + prepend references = @./Meshes/cup_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.9238945, 0.9665198, 1.153002) + double3 xformOp:translate = (-0.15671857057429514, -2.6250703727282376, 0.853427337366306) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0002" ( + prepend references = @./Meshes/cup_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.9238945, 0.9665198, 1.153002) + double3 xformOp:translate = (-0.08668116773456604, -2.6615899580471045, 0.8532732799204923) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0000" ( + prepend references = @./Meshes/vase_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.9238945, 0.9665198, 1.153002) + double3 xformOp:translate = (-0.3069758952026074, -1.988513080797036, 0.8927884877877558) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0001" ( + prepend references = @./Meshes/vase_0001.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.1247546367493377, -2.8004623947098035, 0.6440983922115703) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0004" ( + prepend references = @./Meshes/vase_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.950086814880378, -1.2591573638916054, 0.35392392894143804) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "dining_table_0000" ( + prepend references = @./Meshes/dining_table_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.9238945, 0.9665198, 1.153002) + double3 xformOp:translate = (-0.30222993388861197, -2.3381893647891276, 0.41760935986140524) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0000" ( + prepend references = @./Meshes/painting_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.1106175, 1.2499938, 0.8329946) + double3 xformOp:translate = (0.058029703030529164, 0.48342840552620764, 1.5150150071559392) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0000" ( + prepend references = @./Meshes/table_0000.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.9923509771473197, -2.7953860464554054, 0.258817348203707) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0001" ( + prepend references = @./Meshes/table_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.2000921630859374, -1.412001190185547, 0.14846154566963204) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0000" ( + prepend references = @./Meshes/tray_0000.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.9431883735656745, -2.7183953857422005, 0.5365084495552007) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0000" ( + prepend references = @./Meshes/spot_light_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.96, -2.68, 2.5166181246439088) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0001" ( + prepend references = @./Meshes/spot_light_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.96, -1.23, 2.5166181246439088) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0002" ( + prepend references = @./Meshes/spot_light_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.96, -0.05, 2.5589924754856876) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0003" ( + prepend references = @./Meshes/spot_light_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.07, 0.39, 2.5589924754856876) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bedroom_113" + { + def Xform "cabinet_0002" ( + prepend references = @./Meshes/cabinet_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.000924, 1.0118811, 1.1264913) + double3 xformOp:translate = (-4.1428623336307355, 2.134740816307852, 0.32614377077252454) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0004" ( + prepend references = @./Meshes/cabinet_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9007183, 0.9677603, 0.9386473) + double3 xformOp:translate = (-3.5549154026508734, 1.3568322120138965, 1.2999995688814285) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0004" ( + prepend references = @./Meshes/curtain_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.1560411, 1, 1) + double3 xformOp:translate = (-6.130382977653379, 0.8167726777245888, 1.590707837772575) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "curtain_0004" + { + over "mesh_0001" + { + over "SM_Clutter_0001_Part_0000_197" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0003" + { + over "SM_Clutter_0002_Part_0000_199" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0002" + { + over "SM_Clutter_0003_Part_0000_198" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + } + } + + over "Looks" + { + def Material "Surface_01" + { + token outputs:mdl:displacement.connect = + token outputs:mdl:surface.connect = + token outputs:mdl:volume.connect = + + def Shader "Shader" + { + uniform token info:implementationSource = "sourceAsset" + uniform asset info:mdl:sourceAsset = @OmniSurface.mdl@ + uniform token info:mdl:sourceAsset:subIdentifier = "OmniSurface" + bool inputs:enable_diffuse_transmission = 1 + float inputs:subsurface_weight = 0.14999999 + token outputs:out ( + renderType = "material" + ) + } + } + } + } + + def Xform "ornament_0004" ( + prepend references = @./Meshes/ornament_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.000924, 1.0118811, 1.1264913) + double3 xformOp:translate = (-4.294837388056063, 2.0464115001122827, 0.7535731072610372) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0002" ( + prepend references = @./Meshes/chandelier_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0865046, 0.9712904, 0.725701) + double3 xformOp:translate = (-5.102764649879575, 0.9812681289834313, 2.423526464393708) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "chandelier_0002" + { + over "light_0000" + { + float inputs:exposure = 1 + float inputs:intensity = 3000 + float inputs:radius = 15 + float inputs:specular = 0 + quatd xformOp:orient = (0.499999978144305, 0.500000021855695, -0.4999999999999995, -0.4999999999999995) + double3 xformOp:scale = (9.203826585506313, 10.295582098761786, 13.779779745660097) + double3 xformOp:translate = (-0.21194381982331834, -0.2889472988493935, -375.879418534892) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + + over "Looks" + { + over "MI_5588bca3e4b00692e7af3570" + { + over "MI_5d6624e3dcc7dc00013d7a86" + { + float inputs:Opacity = 0.01 + } + } + + over "MI_5588bca3e4b00692e7af356f" + { + over "MI_5d6624e3dcc7dc00013d7a86" + { + float4 inputs:BaseColor_Color = (1, 1, 1, 1) + float4 inputs:Metallic_Color = (1, 1, 0.9999, 1) + float inputs:Opacity = 0.1 + float4 inputs:Specular_Color = (1, 1, 1, 1) + } + } + } + } + + def Xform "bedding_0003" ( + prepend references = @./Meshes/bedding_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.80272484, 0.8713572, 1.0727077) + double3 xformOp:translate = (-5.208145891038332, 1.0252334522463116, 0.4051387058780536) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0004" ( + prepend references = @./Meshes/bedding_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.80272484, 0.8713572, 1.0727077) + double3 xformOp:translate = (-5.197424289113674, 0.7733648200320591, 0.4344119315986513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0005" ( + prepend references = @./Meshes/throw_pillow_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.80272484, 0.8713572, 1.0727077) + double3 xformOp:translate = (-5.331861059126486, 1.8051129213615498, 0.840856061667197) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0006" ( + prepend references = @./Meshes/throw_pillow_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.80272484, 0.8713572, 1.0727077) + double3 xformOp:translate = (-5.642027095237878, 1.7514634760962975, 0.7293098254347391) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0007" ( + prepend references = @./Meshes/throw_pillow_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.80272484, 0.8713572, 1.0727077) + double3 xformOp:translate = (-5.035430380429618, 1.8050574081784314, 0.8405298443495686) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0008" ( + prepend references = @./Meshes/throw_pillow_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.80272484, 0.8713572, 1.0727077) + double3 xformOp:translate = (-4.725690903613274, 1.7514341773551507, 0.7292132849162369) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_decoration_0000" ( + prepend references = @./Meshes/wall_decoration_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.78790003, 0.78790003, 0.78790003) + double3 xformOp:translate = (-5.149393411444849, 2.341181131889251, 1.6172567041151664) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0000" ( + prepend references = @./Meshes/table_lamp_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.000924, 1.0118811, 1.1264913) + double3 xformOp:translate = (-4.107504171445738, 2.1835071539890873, 1.03729763340599) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "table_lamp_0000" + { + over "light_0000" + { + float inputs:exposure = 1 + float inputs:intensity = 300 + float inputs:specular = 0 + } + + over "mesh_0003" + { + over "SM_Clutter_0016_Part_0000_173" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + } + } + } + + def Xform "pillow_0002" ( + prepend references = @./Meshes/pillow_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.80272484, 0.8713572, 1.0727077) + double3 xformOp:translate = (-5.001013091422723, 2.0262836737371934, 0.8201400983221516) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0003" ( + prepend references = @./Meshes/pillow_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.80272484, 0.8713572, 1.0727077) + double3 xformOp:translate = (-5.526644853770185, 1.87942277419115, 0.7843474484071478) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0004" ( + prepend references = @./Meshes/pillow_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.80272484, 0.8713572, 1.0727077) + double3 xformOp:translate = (-5.538784004509385, 2.1633985980032646, 0.8222013491056829) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0005" ( + prepend references = @./Meshes/pillow_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.80272484, 0.8713572, 1.0727077) + double3 xformOp:translate = (-4.8409082522061135, 1.8792482538536388, 0.7850070793838939) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0006" ( + prepend references = @./Meshes/pillow_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.80272484, 0.8713572, 1.0727077) + double3 xformOp:translate = (-4.828768872866469, 2.1637075218036337, 0.822152080037958) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0007" ( + prepend references = @./Meshes/pillow_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.80272484, 0.8713572, 1.0727077) + double3 xformOp:translate = (-5.366539564618428, 2.026606778465384, 0.8202339899866065) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0001" ( + prepend references = @./Meshes/bed_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.80272484, 0.8713572, 1.0727077) + double3 xformOp:translate = (-5.191447023695678, 1.3927144597364873, 0.5798153666558353) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "other" + { + def Xform "door_handle_0000" ( + prepend references = @./Meshes/door_handle_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.20832613219667, 0.39057248497605673, 1.0289363553010347) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0000" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0001" ( + prepend references = @./Meshes/door_handle_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.20832613219667, 1.3105721798002754, 1.0289363553010347) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0001" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0002" ( + prepend references = @./Meshes/door_handle_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.586055624435598, -0.8375716950877969, 1.0289363553010349) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0002" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0003" ( + prepend references = @./Meshes/door_handle_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.586055624435598, -1.757571695087797, 1.0289363553010349) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0003" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0003" ( + prepend references = @./Meshes/door_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.5267003641168637, 0.5130370440236987, 0.07803653308102348) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0003" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0004" ( + prepend references = @./Meshes/door_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.43490691, 0.56418253, 1.0497494999999764) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0004" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0005" ( + prepend references = @./Meshes/door_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.75341526, 1.16692855, 1.0704995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0005" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0006" ( + prepend references = @./Meshes/door_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.17059234, 0.53710833, 1.0704995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0006" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0007" ( + prepend references = @./Meshes/door_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.6349078300000004, -3.15033404, 1.0779995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0007" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0008" ( + prepend references = @./Meshes/door_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.2600924, 0.58469187, 1.0704995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0008" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0009" ( + prepend references = @./Meshes/door_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.2165848, -0.20492748, 1.0704995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0009" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "doorsill_0000" ( + prepend references = @./Meshes/doorsill_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.4349070000000002, 0.5624282500000001, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0001" ( + prepend references = @./Meshes/doorsill_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.17059203, 0.5624282500000001, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0002" ( + prepend references = @./Meshes/doorsill_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.1949074000000004, -0.2049275, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0003" ( + prepend references = @./Meshes/doorsill_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.2600920700000002, 0.5624282500000001, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0004" ( + prepend references = @./Meshes/doorsill_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.77509219, 1.1669280000000002, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0005" ( + prepend references = @./Meshes/doorsill_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.63490751, -3.17757134, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0000" ( + prepend references = @./Meshes/window_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.834932129999999, 2.3188197500000003, 1.4719995199999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0001" ( + prepend references = @./Meshes/window_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.27526254, 0.85307251, 1.3414995099999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_59fb24e65c26a05d18b67384" + { + over "MI_5d6624e3dcc7dc00013d7a86" + { + float4 inputs:BaseColor_Color = (1, 1, 1, 1) + float inputs:Opacity = 0.01 + } + } + } + } + + def Xform "window_0002" ( + prepend references = @./Meshes/window_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.9349072200000001, 2.42194475, 1.6414995299999764) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0003" ( + prepend references = @./Meshes/window_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.78509277, 4.2314283, 1.3414995099999767) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0004" ( + prepend references = @./Meshes/window_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.6529922599999995, -1.3000715400000002, 1.3414995099999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "wall" + { + def Xform "wall_0000" ( + prepend references = @./Meshes/wall_0000.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (0.94158703, 0.49997872, 1.0045131) + double3 xformOp:translate = (2.5650922069188216, -3.1075711311359404, 1.3999995079060341) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0001" ( + prepend references = @./Meshes/wall_0001.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (0.67967486, 0.5777884, 0.9923587) + double3 xformOp:translate = (-0.3111737954384005, -3.0818689140078757, 1.299780482731967) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "wall_0001" + { + over "mesh_0000" + { + over "SM_Clutter_0000_Part_0000_327" + { + quatf xformOp:orient = (1, 0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.035882739117369e-12, -14.661606646907785, -4.547473508864641e-13) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + } + } + + def Xform "wall_0002" ( + prepend references = @./Meshes/wall_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0591234, 1.8580441, 1.04) + double3 xformOp:translate = (3.960022154517028, 4.051252071979493, 1.299751651627957) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0003" ( + prepend references = @./Meshes/wall_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.19600998, -0.40256996, 1.3999995152243718) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0004" ( + prepend references = @./Meshes/wall_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-6.24036011, 0.86150146, 1.3999947849997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0005" ( + prepend references = @./Meshes/wall_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.0749075, 2.42389944, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0006" ( + prepend references = @./Meshes/wall_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (5.564020080000001, 2.39389944, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0007" ( + prepend references = @./Meshes/wall_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.7751899700000002, 2.39389944, 1.399987540730508) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0008" ( + prepend references = @./Meshes/wall_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.22345505, 0.56252901, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0009" ( + prepend references = @./Meshes/wall_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.75703506, -0.70832752, 1.3999947849997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0010" ( + prepend references = @./Meshes/wall_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.19113411, 2.42542999, 1.3999947849997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0011" ( + prepend references = @./Meshes/wall_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.74755607, 4.21936996, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0012" ( + prepend references = @./Meshes/wall_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.71509003, -3.17166992, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0013" ( + prepend references = @./Meshes/wall_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.62509003, -1.3434715700000002, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "ceiling" + { + def Xform "ceiling_0000" ( + prepend references = @./Meshes/ceiling_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.72819126, 0.8949996, 0.8208116) + double3 xformOp:translate = (-4.99096435546875, 0.8615004730224609, 2.69999952252323) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0001" ( + prepend references = @./Meshes/ceiling_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9506146, 1.049291, 0.8208116) + double3 xformOp:translate = (3.9480303955078124, 2.3939013671875, 2.69999952252323) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0002" ( + prepend references = @./Meshes/ceiling_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.2017184, 1.0720778, 0.8208116) + double3 xformOp:translate = (-1.1508200836181641, -1.3075714111328125, 2.69999952252323) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0003" ( + prepend references = @./Meshes/ceiling_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.63490701, 1.497428, 2.36000101) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0004" ( + prepend references = @./Meshes/ceiling_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.72113447, 0.8615005, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0005" ( + prepend references = @./Meshes/ceiling_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.67255706, 2.3939010400000003, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0006" ( + prepend references = @./Meshes/ceiling_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.7150919299999999, -1.30757154, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0007" ( + prepend references = @./Meshes/ceiling_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.8500925300000001, 2.3939010400000003, 2.40000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0008" ( + prepend references = @./Meshes/ceiling_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.33867004, 0.52394989, 2.85) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "floor" + { + def Xform "floor_0000" ( + prepend references = @./Meshes/floor_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.6725567000000003, 2.39390091, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0001" ( + prepend references = @./Meshes/floor_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.72113484, 0.8615005, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "floor_0001" + { + over "mesh_0000" + { + over "SM_Floor_0043" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + } + } + } + + def Xform "floor_0002" ( + prepend references = @./Meshes/floor_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.63490676, 1.4974277599999999, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0003" ( + prepend references = @./Meshes/floor_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.85009279, 2.39390091, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0004" ( + prepend references = @./Meshes/floor_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.7150923, -1.3075718, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0005" ( + prepend references = @./Meshes/floor_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.33867004, 0.52394989, -0.30000500000023755) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + + def "Rendering" + { + def "Lights" + { + def DistantLight "DirectionalLight" + { + float angle = 0.5357 + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + color3f color = (1, 1, 1) + float colorTemperature = 6500 + bool enableColorTemperature = 0 + float inputs:angle = 3 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 1989.4366 + bool inputs:normalize = 0 + float inputs:specular = 1 + float intensity = 1989.4366 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DistantLight" + uniform token purpose = "default" + token visibility = "inherited" + bool visibleInPrimaryRay = 0 + quatd xformOp:orient = (0.42337689459761707, 0.26972082135738507, 0.4646951338931087, 0.7294251957419908) + double3 xformOp:scale = (2.5, 2.5, 2.5) + double3 xformOp:translate = (1.5058497782441058, -0.7186382515294322, 1.9999999999999976) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def DomeLight "DomeLight" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float guideRadius = 100000 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 1000 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 1 + asset inputs:texture:file = @./limpopo_golf_course_4k.hdr@ + token inputs:texture:format = "latlong" + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DomeLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (1, -0, 0, -0) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0, 0, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } +} + diff --git a/kujiale_0022/limpopo_golf_course_4k.hdr b/kujiale_0022/limpopo_golf_course_4k.hdr new file mode 100644 index 0000000000000000000000000000000000000000..69a8064f5ce4ae974f68c4a95a85731b92b82c23 --- /dev/null +++ b/kujiale_0022/limpopo_golf_course_4k.hdr @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d8c4f77cd64dae23dc7cc32665b6bcbc370716d3c99e255bf9359b6225862f36 +size 26179131 diff --git a/kujiale_0022/rooms.json b/kujiale_0022/rooms.json new file mode 100644 index 0000000000000000000000000000000000000000..00eaf12d195e7fc27ce3a30ab1a20b6846cd83f9 --- /dev/null +++ b/kujiale_0022/rooms.json @@ -0,0 +1 @@ +[{"room_type": "living room", "polygon": [[-3.13490771484375, -3.117571533203125], [4.56509228515625, -3.117571533203125], [4.56509228515625, 0.5024285278320313], [1.77509228515625, 0.5024285278320313], [-0.0749077377319336, 0.5024285278320313], [-3.13490771484375, 0.5024285278320313], [-3.13490771484375, -0.709427490234375], [-3.13490771484375, -3.129427490234375]]}, {"room_type": "bedroom", "polygon": [[5.51002197265625, 4.1653740234375], [1.8350922851562501, 4.1653740234375], [1.8350922851562501, 1.878547607421875], [1.8350922851562501, 0.6224285278320313], [4.62509228515625, 0.6224285278320313], [5.51002197265625, 0.6224285278320313]]}, {"room_type": "bedroom", "polygon": [[-3.25490771484375, 2.372428466796875], [-6.1873623046875, 2.372428466796875], [-6.1873623046875, -0.649427490234375], [-3.25490771484375, -0.649427490234375], [-3.25490771484375, 0.5624285278320312]]}, {"room_type": "bathroom", "polygon": [[-0.014907737731933594, 1.878547607421875], [-0.014907737731933594, 0.6224285278320313], [1.71509228515625, 0.6224285278320313], [1.71509228515625, 1.878547607421875], [1.71509228515625, 4.1653740234375], [-0.014907737731933594, 4.1653740234375], [-0.014907737731933594, 2.432428466796875]]}, {"room_type": "kitchen", "polygon": [[-3.13490771484375, 0.6224285278320313], [-0.13490774536132813, 0.6224285278320313], [-0.13490774536132813, 1.878547607421875], [-0.13490774536132813, 2.372428466796875], [-3.13490771484375, 2.372428466796875]]}] \ No newline at end of file diff --git a/kujiale_0024/.thumbs/256x256/kujiale_0024.usda.png b/kujiale_0024/.thumbs/256x256/kujiale_0024.usda.png new file mode 100644 index 0000000000000000000000000000000000000000..ecc74fbb6c074366a9dbae7fb1fd0d8d92326e47 --- /dev/null +++ b/kujiale_0024/.thumbs/256x256/kujiale_0024.usda.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:0e839c1701964ed8d375fca24e4b488a5b3fe9168537251a7d5c11672dda7531 +size 103346 diff --git a/kujiale_0024/Materials/BasicShapeMaterial.mdl b/kujiale_0024/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/kujiale_0024/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0024/Materials/MI_5a5d6ccd4242a6670829a5a1.mdl b/kujiale_0024/Materials/MI_5a5d6ccd4242a6670829a5a1.mdl new file mode 100644 index 0000000000000000000000000000000000000000..670752e1a04c1f6bc09564401320841cd3d868af --- /dev/null +++ b/kujiale_0024/Materials/MI_5a5d6ccd4242a6670829a5a1.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5a5d6ccd4242a6670829a5a1( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0024/Materials/MI_5c344d5a7cea3d00013efbbd.mdl b/kujiale_0024/Materials/MI_5c344d5a7cea3d00013efbbd.mdl new file mode 100644 index 0000000000000000000000000000000000000000..e4617b27da8c01c6b845894610ce9f30f8787988 --- /dev/null +++ b/kujiale_0024/Materials/MI_5c344d5a7cea3d00013efbbd.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5c344d5a7cea3d00013efbbd( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0024/Materials/MI_5c6aa7b85854e20001a1e297.mdl b/kujiale_0024/Materials/MI_5c6aa7b85854e20001a1e297.mdl new file mode 100644 index 0000000000000000000000000000000000000000..e9da349e6f1630007d7d1974e64f259d04913028 --- /dev/null +++ b/kujiale_0024/Materials/MI_5c6aa7b85854e20001a1e297.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5c6aa7b85854e20001a1e297( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0024/Materials/M_BaseMaterial.mdl b/kujiale_0024/Materials/M_BaseMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ed00d16934cd045cadecb7db4bb5dd5ddc8dd3e7 --- /dev/null +++ b/kujiale_0024/Materials/M_BaseMaterial.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0024/Materials/M_BaseMaterial_twosided.mdl b/kujiale_0024/Materials/M_BaseMaterial_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..34a066551136042c8b515bc0777c0e436c62c466 --- /dev/null +++ b/kujiale_0024/Materials/M_BaseMaterial_twosided.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_twosided( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0024/Materials/M_BaseMaterial_v2.mdl b/kujiale_0024/Materials/M_BaseMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..154aecae651add78223e5fe6138f215211f152d3 --- /dev/null +++ b/kujiale_0024/Materials/M_BaseMaterial_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0024/Materials/M_BaseMaterial_v2_twosided.mdl b/kujiale_0024/Materials/M_BaseMaterial_v2_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7d90fc45fb437460e27004b226156b66a976f877 --- /dev/null +++ b/kujiale_0024/Materials/M_BaseMaterial_v2_twosided.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2_twosided( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0024/Materials/M_TranslucentMaterial.mdl b/kujiale_0024/Materials/M_TranslucentMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..0452d78794ea94cb1040fdf3244e688785b52118 --- /dev/null +++ b/kujiale_0024/Materials/M_TranslucentMaterial.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0024/Materials/M_TranslucentMaterial_v2.mdl b/kujiale_0024/Materials/M_TranslucentMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..6cef6519dd94a7d9f305169cecdb1d5512581737 --- /dev/null +++ b/kujiale_0024/Materials/M_TranslucentMaterial_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0024/Materials/OmniUe4Base.mdl b/kujiale_0024/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a441fbaf28040302c7aaabfbcf14b24a85bdf643 --- /dev/null +++ b/kujiale_0024/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/kujiale_0024/Materials/OmniUe4Function.mdl b/kujiale_0024/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..84f4f0da48ff31d03ee611373fe3a4d2e04c9079 --- /dev/null +++ b/kujiale_0024/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/kujiale_0024/Materials/OmniUe4Translucent.mdl b/kujiale_0024/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..483a83004b8f7d5bf820a7905d06ea2d7d5894af --- /dev/null +++ b/kujiale_0024/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/kujiale_0024/Materials/Textures/BlackPlaceholder.png b/kujiale_0024/Materials/Textures/BlackPlaceholder.png new file mode 100644 index 0000000000000000000000000000000000000000..cf498a3f19c07112845752ecd2523a666d8d13b5 --- /dev/null +++ b/kujiale_0024/Materials/Textures/BlackPlaceholder.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid 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a/kujiale_0024/Materials/WorldGridMaterial.mdl b/kujiale_0024/Materials/WorldGridMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..1374299f552cc467f093777626b92f4faa277cc4 --- /dev/null +++ b/kujiale_0024/Materials/WorldGridMaterial.mdl @@ -0,0 +1,77 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float Local19 = math::lerp(0.0,0.5,Local12.y); + float Local20 = math::lerp(0.7,1.0,Local9.y); + float Local21 = math::lerp(Local20,1.0,0.0); + float Local22 = (Local21 * 1.0); + float Local23 = (Local19 + Local22); + float Local24 = math::min(math::max(Local23,0.0),1.0); + + float3 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b/kujiale_0024/kujiale_0024.usda new file mode 100644 index 0000000000000000000000000000000000000000..c1bbe2fef8aef5714d63ce64f8af204473f4b85a --- /dev/null +++ b/kujiale_0024/kujiale_0024.usda @@ -0,0 +1,2925 @@ +#usda 1.0 +( + customLayerData = { + dictionary cameraSettings = { + dictionary Front = { + double3 position = (500, 0, 0) + double radius = 5 + } + dictionary Perspective = { + double3 position = (-2.885288889665229, 1.3278164907809331, 1.3827053230354434) + double3 target = (-2.7197379512504587, 0.7878080450039621, 1.3526764563770528) + } + dictionary Right = { + double3 position = (0, -500, 0) + double radius = 5 + } + dictionary Top = { + double3 position = (0, 0, 500) + double radius = 5 + } + string boundCamera = "/OmniverseKit_Persp" + } + dictionary omni_layer = { + string authoring_layer = "./kujiale_0024.usda" + } + dictionary renderSettings = { + double "rtx:post:tonemap:cm2Factor" = 2048 + double "rtx:post:tonemap:exposureTime" = 0.000016666666851961054 + double "rtx:post:tonemap:fNumber" = 2.799999952316284 + double "rtx:reflections:maxRoughness" = 1 + } + } + defaultPrim = "Root" + metersPerUnit = 1 + upAxis = "Z" +) + +def Xform "Root" +{ + def Scope "Meshes" + { + def Scope "kitchen_474" + { + def Xform "hardware_decoration_0000" ( + prepend references = @./Meshes/hardware_decoration_0000.usd@ + ) + { + quatf xformOp:orient = (3.7493994e-33, 6.123234e-17, -1, -6.123234e-17) + float3 xformOp:scale = (1.4977001, 0.914, 0.9934) + double3 xformOp:translate = (-1.47615234375, 4.0485107421875, 2.272501318005434) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0000" ( + prepend references = @./Meshes/cabinet_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.1308113937378783, 5.552447231289319, 0.751205408779116) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0001" ( + prepend references = @./Meshes/cabinet_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (3.0355, 1, 1) + double3 xformOp:translate = (-2.7710419593906317, 5.552446259498596, 0.7512055317993487) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0002" ( + prepend references = @./Meshes/cabinet_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.411380575180035, 5.552444208141254, 0.7512056452890951) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0003" ( + prepend references = @./Meshes/cabinet_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 0.3022) + double3 xformOp:translate = (-3.1308108959198053, 5.552446307182094, 0.6274911737115461) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0004" ( + prepend references = @./Meshes/cabinet_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (3.0355, 1, 0.3022) + double3 xformOp:translate = (-2.77104248046875, 5.543447265625, 0.6274913039781174) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0005" ( + prepend references = @./Meshes/cabinet_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 0.3022) + double3 xformOp:translate = (-2.4113805961608703, 5.551445209502735, 0.6274912843804916) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_5c6aa7b85854e20001a1e297" + { + over "MI_5c6aa7b85854e20001a1e297" + { + float4 inputs:Metallic_Color = (0.1445, 0.1445, 0.1445, 1) + } + } + } + } + + def Xform "cabinet_0006" ( + prepend references = @./Meshes/cabinet_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.13081216621405, 5.552446700093007, 0.5012856061057195) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0007" ( + prepend references = @./Meshes/cabinet_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (3.0355, 1, 1) + double3 xformOp:translate = (-2.77104248046875, 5.552446249008178, 0.5012854230040361) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_5c6aa7b85854e20001a1e297" + { + over "MI_5c6aa7b85854e20001a1e297" + { + float4 inputs:Metallic_Color = (0.1445, 0.1445, 0.1445, 1) + } + } + } + } + + def Xform "cabinet_0008" ( + prepend references = @./Meshes/cabinet_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.4113814353943175, 5.552445049282233, 0.5012854878502571) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0015" ( + prepend references = @./Meshes/cabinet_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.5031731624757374, 4.799511633179689, 1.9499995219999764) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0016" ( + prepend references = @./Meshes/cabinet_0016.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.395751791019531, 5.064829663843752, 0.4454927067984631) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_5c6aa7b85854e20001a1e297" + { + over "MI_5c6aa7b85854e20001a1e297" + { + float4 inputs:Metallic_Color = (0.1445, 0.1445, 0.1445, 1) + } + } + } + } + + def Xform "cabinet_0021" ( + prepend references = @./Meshes/cabinet_0021.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.3500001000000001, 5.83, 1.2759355077817145) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "door_handle_0000" ( + prepend references = @./Meshes/door_handle_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.7711510705977522, 5.525524038547149, 0.6249932291143987) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0000" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + + over "mesh_0002" + { + token visibility = "invisible" + } + } + } + } + + def Xform "range_hood_0000" ( + prepend references = @./Meshes/range_hood_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.4761529178706139, 5.211444122386856, 1.2899992863779919) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0000" ( + prepend references = @./Meshes/bathroom_product_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.845955829444083, 5.973411927758932, 1.011352325129616) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "basin_0000" ( + prepend references = @./Meshes/basin_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.7710866470798607, 5.836499885558876, 0.7329518542989819) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0009" ( + prepend references = @./Meshes/ornament_0009.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3070441608475125, 5.725505288124428, 0.9709009854484274) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0010" ( + prepend references = @./Meshes/ornament_0010.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.350127582554506, 5.7185128450429925, 0.909173608038111) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0011" ( + prepend references = @./Meshes/ornament_0011.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.374328598024762, 5.705211444374866, 0.9559860989714811) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0012" ( + prepend references = @./Meshes/ornament_0012.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.2498705682761018, 5.784693620672768, 0.9243081299905854) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0013" ( + prepend references = @./Meshes/ornament_0013.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3797899179528135, 5.708256100657912, 0.9054465152856678) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0014" ( + prepend references = @./Meshes/ornament_0014.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.2485081367423163, 5.72983679198579, 0.8710404817800935) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0015" ( + prepend references = @./Meshes/ornament_0015.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.378240163803712, 5.650774397850262, 0.8700131075048758) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0016" ( + prepend references = @./Meshes/ornament_0016.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.240440003394584, 5.670777305600285, 0.8718233086714009) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0017" ( + prepend references = @./Meshes/ornament_0017.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.329585691455075, 5.771331438073129, 0.8713932449423187) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0018" ( + prepend references = @./Meshes/ornament_0018.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3853307867104916, 5.777576315881878, 0.8983061744827355) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0019" ( + prepend references = @./Meshes/ornament_0019.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.307596769819769, 5.734164867408197, 0.8771773655072993) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0020" ( + prepend references = @./Meshes/ornament_0020.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3632081756519425, 5.762565472599318, 0.9441648695078834) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0021" ( + prepend references = @./Meshes/ornament_0021.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3527699065216727, 5.655993948928809, 0.9203055836740098) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0022" ( + prepend references = @./Meshes/ornament_0022.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3765175266188, 5.737601326939133, 0.8697498104231668) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0023" ( + prepend references = @./Meshes/ornament_0023.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.288602669240901, 5.654223128316078, 0.8918407404134567) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0024" ( + prepend references = @./Meshes/ornament_0024.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.269862801548165, 5.783242794985001, 0.8771340887174082) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0025" ( + prepend references = @./Meshes/ornament_0025.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3246478767422856, 5.6766160335491, 0.867804870331869) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0026" ( + prepend references = @./Meshes/ornament_0026.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.2462742414562182, 5.755636999605373, 0.9635233032285033) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0027" ( + prepend references = @./Meshes/ornament_0027.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.2916680707836155, 5.782782222736357, 0.9676042744704672) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0028" ( + prepend references = @./Meshes/ornament_0028.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3074673604992406, 5.681747019765372, 0.9391551525207176) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0029" ( + prepend references = @./Meshes/ornament_0029.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3322531890866287, 5.65313128376253, 0.9693139535948284) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0030" ( + prepend references = @./Meshes/ornament_0030.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.2442053661402968, 5.6607309746712655, 0.9227063200017579) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0031" ( + prepend references = @./Meshes/ornament_0031.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.274019881247707, 5.732718851090974, 0.9261574375242629) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0032" ( + prepend references = @./Meshes/ornament_0032.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3112838101426214, 5.77504767036349, 0.9225474946123284) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0033" ( + prepend references = @./Meshes/ornament_0033.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.2442842807679813, 5.703039405825963, 0.9513068253592892) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0001" ( + prepend references = @./Meshes/storage_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.312736732482654, 5.716651063917932, 0.9279878213059665) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0003" ( + prepend references = @./Meshes/storage_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.36483495, 6.009055, 1.3595968471430429) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0004" ( + prepend references = @./Meshes/storage_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.3648349, 6.009055, 1.2245912739757532) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0005" ( + prepend references = @./Meshes/storage_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.36483495, 5.9217719, 1.3595968471430429) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0006" ( + prepend references = @./Meshes/storage_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.3648349, 5.9217719, 1.2245912739757532) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0007" ( + prepend references = @./Meshes/storage_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.36483495, 5.83449345, 1.3595968471430429) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0008" ( + prepend references = @./Meshes/storage_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.3648349, 5.83449345, 1.2245912739757532) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0009" ( + prepend references = @./Meshes/storage_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.3648349, 5.7472110999999995, 1.2245912739757532) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0010" ( + prepend references = @./Meshes/storage_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.36483495, 5.7472110999999995, 1.3595968471430429) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0011" ( + prepend references = @./Meshes/storage_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.3648349, 5.658677, 1.2245912739757532) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0012" ( + prepend references = @./Meshes/storage_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.36483495, 5.658677, 1.3595968471430429) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0000" ( + prepend references = @./Meshes/kitchenware_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.5761522979733493, 5.1114379272452455, 0.8399995190718332) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0001" ( + prepend references = @./Meshes/kitchenware_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.348181678763645, 5.987410835120038, 0.9055366838459856) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0002" ( + prepend references = @./Meshes/kitchenware_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3415774688661815, 5.984362212969966, 0.897041303390021) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0003" ( + prepend references = @./Meshes/kitchenware_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3446749496411434, 5.985931709129302, 0.902032930153776) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0000" ( + prepend references = @./Meshes/tray_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.7230871582031362, 4.463606651306153, 0.8442737166542056) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0000" ( + prepend references = @./Meshes/ceiling_light_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.4, 4.8, 2.719869102478027) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cookware_0000" ( + prepend references = @./Meshes/cookware_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.3389685700000002, 4.54981417, 1.2434754987299568) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cookware_0001" ( + prepend references = @./Meshes/cookware_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.34652353, 4.4706027, 1.230209509795875) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cookware_0002" ( + prepend references = @./Meshes/cookware_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.3247192799999998, 4.390065900000001, 1.2330895027958748) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "balcony_879613" + { + def Xform "hardware_decoration_0001" ( + prepend references = @./Meshes/hardware_decoration_0001.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (0.94983566, 0.9052775, 0.95244706) + double3 xformOp:translate = (-1.7511489798021276, -6.155092892218307, 2.688179275627395) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0014" ( + prepend references = @./Meshes/cabinet_0014.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.58570004, 0.58570004, 0.58570004) + double3 xformOp:translate = (-3.3606319523593147, -5.494280050568098, 0.2679230236781949) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0019" ( + prepend references = @./Meshes/cabinet_0019.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.27923532, -5.26537102, 1.6917224034999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0020" ( + prepend references = @./Meshes/cabinet_0020.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.31815383, -5.34494502, 0.4682779029198982) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0004" ( + prepend references = @./Meshes/bathroom_product_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.17733432000000002, -5.4015824199999996, 1.609528909138648) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0005" ( + prepend references = @./Meshes/bathroom_product_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.16044286, -5.48694562, 1.591083418591773) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0006" ( + prepend references = @./Meshes/bathroom_product_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.18274663, -5.222806470000001, 1.6041374184531012) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0007" ( + prepend references = @./Meshes/bathroom_product_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.18274632000000002, -5.14471102, 1.6042118898583986) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0008" ( + prepend references = @./Meshes/bathroom_product_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.18274628, -5.17687302, 1.6744523059374763) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0009" ( + prepend references = @./Meshes/bathroom_product_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.18274629, -5.09877651, 1.674108650891602) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0010" ( + prepend references = @./Meshes/bathroom_product_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.18274621, -5.06661552, 1.6041008211328127) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0011" ( + prepend references = @./Meshes/bathroom_product_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.31473317, -5.09395602, 0.9819559138075936) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0012" ( + prepend references = @./Meshes/bathroom_product_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.32864932, -5.09781302, 0.9567999185375738) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0013" ( + prepend references = @./Meshes/bathroom_product_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.33128632, -5.427590370000001, 1.1261711113361579) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0014" ( + prepend references = @./Meshes/bathroom_product_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.47036606, -5.7181865300000005, 0.7392764187372811) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0015" ( + prepend references = @./Meshes/bathroom_product_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.47036606, -5.71542102, 0.6691334185517341) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0016" ( + prepend references = @./Meshes/bathroom_product_0016.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.51726132, -5.72107203, 0.47337592130075756) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0017" ( + prepend references = @./Meshes/bathroom_product_0017.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.46514581, -5.72346453, 0.20563389444138275) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0037" ( + prepend references = @./Meshes/ornament_0037.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.58570004, 0.58570004, 0.58570004) + double3 xformOp:translate = (-3.4458911310385987, -5.210849786225812, 0.6021321985842278) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0038" ( + prepend references = @./Meshes/ornament_0038.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.58570004, 0.58570004, 0.58570004) + double3 xformOp:translate = (-3.3486448315261232, -5.2718805831968165, 0.6021140002259631) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0039" ( + prepend references = @./Meshes/ornament_0039.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.58570004, 0.58570004, 0.58570004) + double3 xformOp:translate = (-3.3983040318378643, -5.042428205036092, 0.6903969712631732) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0003" ( + prepend references = @./Meshes/painting_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.46, -5.5200000000000005, 1.2899995029599371) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0002" ( + prepend references = @./Meshes/vase_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.58570004, 0.58570004, 0.58570004) + double3 xformOp:translate = (-3.3583695150630968, -5.984639253181075, 0.6422877530207073) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0000" ( + prepend references = @./Meshes/curtain_0000.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (0.94983566, 0.9052775, 0.95244706) + double3 xformOp:translate = (-2.6268950647799563, -6.250519596538534, 1.1598795100968342) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "curtain_0000" + { + over "mesh_0000" + { + over "SM_Clutter_0010_Part_0000_197" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + } + } + + over "Looks" + { + def Material "Surface_01" + { + token outputs:mdl:displacement.connect = + token outputs:mdl:surface.connect = + token outputs:mdl:volume.connect = + + def Shader "Shader" + { + uniform token info:implementationSource = "sourceAsset" + uniform asset info:mdl:sourceAsset = @OmniSurface.mdl@ + uniform token info:mdl:sourceAsset:subIdentifier = "OmniSurface" + bool inputs:enable_diffuse_transmission = 1 + float inputs:specular_reflection_roughness = 1 + float inputs:subsurface_weight = 0.03 + token outputs:out ( + renderType = "material" + ) + } + } + } + } + + def Xform "curtain_0001" ( + prepend references = @./Meshes/curtain_0001.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (0.94983566, 0.9052775, 0.95244706) + double3 xformOp:translate = (-0.9467355019137773, -6.250520037333596, 1.160481715073245) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "curtain_0001" + { + over "mesh_0000" + { + over "SM_Clutter_0011_Part_0000_198" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + } + } + } + + def Xform "curtain_0002" ( + prepend references = @./Meshes/curtain_0002.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (0.94983566, 0.9052775, 0.95244706) + double3 xformOp:translate = (-1.7379936317839637, -6.165550862074266, 1.3089860582963226) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0002" ( + prepend references = @./Meshes/storage_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.32029232, -5.43173412, 1.0463175056595462) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "washing_machine_0000" ( + prepend references = @./Meshes/washing_machine_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.33042782000000004, -5.28661952, 0.4415274260419685) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "livingroom_661" + { + def Xform "cabinet_0009" ( + prepend references = @./Meshes/cabinet_0009.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 0.8202001, 0.79010004) + double3 xformOp:translate = (-3.266699794115653, -2.4088809814364756, 0.27795630775588354) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0013" ( + prepend references = @./Meshes/cabinet_0013.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.71610004, 0.77430004, 2.1553) + double3 xformOp:translate = (-1.0914376142339324, 2.9075771228332634, 0.649998922349983) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0000" ( + prepend references = @./Meshes/chair_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.10572730235969, 1.2644801483119215, 0.39094091847892287) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0001" ( + prepend references = @./Meshes/chair_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.11172631092156, 2.9024131622349536, 0.39094091847892287) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0002" ( + prepend references = @./Meshes/chair_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.31975853748406, 2.8904136505162037, 0.39094091847892287) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0003" ( + prepend references = @./Meshes/chair_0003.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.259761726187815, 1.2284816131556715, 0.39094091847892287) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0000" ( + prepend references = @./Meshes/television_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1474, 1.1474, 1.1474) + double3 xformOp:translate = (-3.4825298824632296, -2.351194407889071, 1.1743210946353453) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0000" ( + prepend references = @./Meshes/throw_pillow_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.6102571410970858, -0.4437069398031531, 0.5445356938531283) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0001" ( + prepend references = @./Meshes/throw_pillow_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.4861287996797053, -2.3957689282516847, 0.6341880340777836) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0002" ( + prepend references = @./Meshes/throw_pillow_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.43777980063249194, -2.876218963495195, 0.6463572311484604) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0003" ( + prepend references = @./Meshes/throw_pillow_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.4573799968867147, -1.446050964265, 0.6403423844228349) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0004" ( + prepend references = @./Meshes/throw_pillow_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.5012533800403349, -1.907059844842207, 0.6390390243588419) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0005" ( + prepend references = @./Meshes/throw_pillow_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.4678319934372707, -3.386471877875087, 0.6408314896548638) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0000" ( + prepend references = @./Meshes/sofa_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.6044749910151825, -0.5114856407990089, 0.4494721562554757) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0001" ( + prepend references = @./Meshes/sofa_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.4743744734722869, -2.42171035574378, 0.4145478765385491) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0000" ( + prepend references = @./Meshes/cup_0000.usd@ + ) + { + quatf xformOp:orient = (0.7730128, -0, 0, 0.6343904) + float3 xformOp:scale = (0.8218883, 0.6461876, 1.452962) + double3 xformOp:translate = (-3.236702469668198, -1.4249172558310903, 0.6061452875567013) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0001" ( + prepend references = @./Meshes/cup_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0226066, 1.0083797, 1.163325) + double3 xformOp:translate = (-2.926723823361626, 1.9594982625451347, 0.8609539268230709) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0002" ( + prepend references = @./Meshes/cup_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0226066, 1.0083797, 1.163325) + double3 xformOp:translate = (-3.024239247889043, 1.9736913240416227, 0.860841160848312) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0003" ( + prepend references = @./Meshes/cup_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0226066, 1.0083797, 1.163325) + double3 xformOp:translate = (-3.0646609583628424, 1.9006204866172387, 0.8602813135647072) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0000" ( + prepend references = @./Meshes/plate_0000.usd@ + ) + { + quatf xformOp:orient = (0.7730128, -0, 0, 0.6343904) + float3 xformOp:scale = (0.8218883, 0.6461876, 1.452962) + double3 xformOp:translate = (-3.2373837576330793, -1.4289395616290095, 0.5695837917349591) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spoon_0000" ( + prepend references = @./Meshes/spoon_0000.usd@ + ) + { + quatf xformOp:orient = (0.7730128, -0, 0, 0.6343904) + float3 xformOp:scale = (0.8218883, 0.6461876, 1.452962) + double3 xformOp:translate = (-3.2409938460520884, -1.3906306509221347, 0.5800504488821326) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0000" ( + prepend references = @./Meshes/ornament_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.9545727, 0.9191018, 1.085951) + double3 xformOp:translate = (-3.2415124413767225, -3.2402394005948056, 0.6256746995526167) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0001" ( + prepend references = @./Meshes/ornament_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0226066, 1.0083797, 1.163325) + double3 xformOp:translate = (-2.494640021416341, 2.1261869538760942, 0.9532542023690451) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0002" ( + prepend references = @./Meshes/ornament_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0143305, 1.41188, 1.3460709) + double3 xformOp:translate = (-1.0086233165458407, 2.5730969965536103, 1.3501938819970751) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0003" ( + prepend references = @./Meshes/ornament_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0143305, 1.41188, 1.3460709) + double3 xformOp:translate = (-1.160711981731077, 2.6236589897020064, 1.36566056644718) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0000" ( + prepend references = @./Meshes/book_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.9545727, 0.9191018, 1.085951) + double3 xformOp:translate = (-3.245635330724762, -3.234604801966185, 0.5697553889773916) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0000" ( + prepend references = @./Meshes/chandelier_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.6973214, 0.9484185, 0.90579915) + double3 xformOp:translate = (-2.5386670123176875, 2.117839167352482, 1.9415934296865414) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0001" ( + prepend references = @./Meshes/chandelier_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0456411, 1.0517209, 1.0419707) + double3 xformOp:translate = (-1.6980844343924697, -2.1921718935154013, 1.739714874052443) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0000" ( + prepend references = @./Meshes/painting_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.3743776, 1.2960923, 1.3638053) + double3 xformOp:translate = (-0.03267945225404624, -1.8725070160157151, 1.741546747482814) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0000" ( + prepend references = @./Meshes/tea_set_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0226066, 1.0083797, 1.163325) + double3 xformOp:translate = (-2.9577517209374857, 1.881517506959705, 0.9008257328926313) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0000" ( + prepend references = @./Meshes/vase_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0226066, 1.0083797, 1.163325) + double3 xformOp:translate = (-2.319670066099363, 2.1304562749229117, 0.896148509622165) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "dining_table_0000" ( + prepend references = @./Meshes/dining_table_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0226066, 1.0083797, 1.163325) + double3 xformOp:translate = (-2.706706802665244, 2.125504711513765, 0.4213483209712438) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cosmetic_0000" ( + prepend references = @./Meshes/cosmetic_0000.usd@ + ) + { + quatf xformOp:orient = (0.74030316, -0, 0, 0.67227316) + float3 xformOp:scale = (1.0000281, 1.0000281, 1) + double3 xformOp:translate = (-0.4903723185455259, -0.4026123483543457, 0.6465331356162539) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0000" ( + prepend references = @./Meshes/table_0000.usd@ + ) + { + quatf xformOp:orient = (0.74030316, -0, 0, 0.67227316) + float3 xformOp:scale = (1.0000281, 1.0000281, 1) + double3 xformOp:translate = (-0.5493314467648687, -0.3574764901491362, 0.3180575787668607) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bathroom_320" + { + def Xform "cabinet_0010" ( + prepend references = @./Meshes/cabinet_0010.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (0.85208666, 0.91773283, 0.99880755) + double3 xformOp:translate = (-5.174072870065527, -0.6097562212518755, 0.42449222506675743) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0001" ( + prepend references = @./Meshes/bathroom_product_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.299099220132072, -0.582199767903162, 1.5820481444355905) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0002" ( + prepend references = @./Meshes/bathroom_product_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (-1.0979, 1, 0.8458) + double3 xformOp:translate = (-6.828080091428368, 0.045211906015119895, 1.0149994950940329) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0003" ( + prepend references = @./Meshes/bathroom_product_0003.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (0.85208666, 0.91773283, 0.99880755) + double3 xformOp:translate = (-5.174071992191072, -0.7455631566562185, 0.9901169229941893) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "basin_0001" ( + prepend references = @./Meshes/basin_0001.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (0.85208666, 0.91773283, 0.99880755) + double3 xformOp:translate = (-5.174004280607104, -0.5874384724931944, 0.9157917275499647) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0000" ( + prepend references = @./Meshes/daily_equipment_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (-1.0979, 1, 0.8458) + double3 xformOp:translate = (-6.773286456060149, 0.41303252719838585, 0.7488799686000467) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "closestool_0000" ( + prepend references = @./Meshes/closestool_0000.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1.0623803, 1.0317802, 0.89858484) + double3 xformOp:translate = (-6.315672109940627, -0.5566798339268926, 0.16233315696646738) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "mirror_0000" ( + prepend references = @./Meshes/mirror_0000.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (0.85208666, 0.91773283, 0.99880755) + double3 xformOp:translate = (-5.172994370104688, -0.8103525020736724, 1.6453434036688592) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0001" ( + prepend references = @./Meshes/ceiling_light_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-5.79, 0.1500000000000003, 2.389869102478027) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bedroom_142" + { + def Xform "cabinet_0011" ( + prepend references = @./Meshes/cabinet_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.346507, 0.9413488, 1.0833333) + double3 xformOp:translate = (-6.084099360922892, -1.2137655688661197, 1.2999994278188833) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0012" ( + prepend references = @./Meshes/cabinet_0012.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.8944, 0.8944, 0.8944) + double3 xformOp:translate = (-7.5022431655292365, -1.9300898129785924, 0.26717087572808623) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0017" ( + prepend references = @./Meshes/cabinet_0017.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.8944, 0.8944, 0.8944) + double3 xformOp:translate = (-7.492243170000001, -4.34008981, 0.26717086531984535) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0018" ( + prepend references = @./Meshes/cabinet_0018.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.96100175, -3.27, 0.21187651094138252) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0001" ( + prepend references = @./Meshes/television_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071066, -0, 0, -0.707107) + float3 xformOp:scale = (1.1474, 1.1474, 1.1474) + double3 xformOp:translate = (-3.74252988, -3.32119441, 1.344321069689573) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0004" ( + prepend references = @./Meshes/cup_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.9844035100000004, -2.70542551, 0.50579150296482) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0004" ( + prepend references = @./Meshes/ornament_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.346507, 0.9413488, 1.0833333) + double3 xformOp:translate = (-7.417002578886111, -1.3743844497042788, 1.4711191896006308) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0005" ( + prepend references = @./Meshes/ornament_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.346507, 0.9413488, 1.0833333) + double3 xformOp:translate = (-7.4170093132993635, -1.3804646301269532, 1.3084404678548243) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0006" ( + prepend references = @./Meshes/ornament_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.346507, 0.9413488, 1.0833333) + double3 xformOp:translate = (-7.350332672574628, -1.582987543860702, 2.132592151154282) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0007" ( + prepend references = @./Meshes/ornament_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.346507, 0.9413488, 1.0833333) + double3 xformOp:translate = (-7.583367580026868, -1.5542957086194815, 2.091828232083595) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0008" ( + prepend references = @./Meshes/ornament_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.346507, 0.9413488, 1.0833333) + double3 xformOp:translate = (-7.445972644645901, -1.4017522657795514, 0.9772127199974948) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0034" ( + prepend references = @./Meshes/ornament_0034.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.8944, 0.8944, 0.8944) + double3 xformOp:translate = (-7.561367576598924, -1.9888543320637404, 0.13955970002057827) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0035" ( + prepend references = @./Meshes/ornament_0035.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.8944, 0.8944, 0.8944) + double3 xformOp:translate = (-7.4716374812775666, -1.896156627050673, 0.17829631874841653) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0036" ( + prepend references = @./Meshes/ornament_0036.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.8944, 0.8944, 0.8944) + double3 xformOp:translate = (-7.524439892813241, -1.850223792034677, 0.5892071545351103) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0001" ( + prepend references = @./Meshes/book_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.346507, 0.9413488, 1.0833333) + double3 xformOp:translate = (-7.431552424662165, -1.378212307741422, 0.48746221415177377) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0002" ( + prepend references = @./Meshes/book_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.346507, 0.9413488, 1.0833333) + double3 xformOp:translate = (-7.428094042469224, -1.3547776612616758, 1.6551750809180454) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0003" ( + prepend references = @./Meshes/book_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.346507, 0.9413488, 1.0833333) + double3 xformOp:translate = (-7.437538637956898, -1.3537996581429672, 1.6898775068973604) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0004" ( + prepend references = @./Meshes/book_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.346507, 0.9413488, 1.0833333) + double3 xformOp:translate = (-7.408890861904156, -1.3766531769998427, 1.6776580361213518) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0005" ( + prepend references = @./Meshes/book_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.346507, 0.9413488, 1.0833333) + double3 xformOp:translate = (-7.427318803527556, -1.329240300527366, 1.6323568471130432) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0006" ( + prepend references = @./Meshes/book_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.346507, 0.9413488, 1.0833333) + double3 xformOp:translate = (-7.413344566436621, -1.3687143242630806, 1.6664759797758393) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0007" ( + prepend references = @./Meshes/book_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.346507, 0.9413488, 1.0833333) + double3 xformOp:translate = (-7.426357392176509, -1.3692768539886333, 1.6437660679239825) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0008" ( + prepend references = @./Meshes/book_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.346507, 0.9413488, 1.0833333) + double3 xformOp:translate = (-7.53779498276903, -1.412216655535777, 0.16184034031153782) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0009" ( + prepend references = @./Meshes/book_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.346507, 0.9413488, 1.0833333) + double3 xformOp:translate = (-7.457845692557421, -1.4083722612114418, 0.16653819976297835) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0010" ( + prepend references = @./Meshes/book_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.346507, 0.9413488, 1.0833333) + double3 xformOp:translate = (-7.633645654333478, -1.4045004229191562, 0.18152979311360046) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0011" ( + prepend references = @./Meshes/book_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.346507, 0.9413488, 1.0833333) + double3 xformOp:translate = (-7.384261096572836, -1.4065137181806535, 0.1578206278664312) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0012" ( + prepend references = @./Meshes/book_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.346507, 0.9413488, 1.0833333) + double3 xformOp:translate = (-7.412271760756269, -1.4130919327487221, 0.15436641440835963) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0013" ( + prepend references = @./Meshes/book_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.346507, 0.9413488, 1.0833333) + double3 xformOp:translate = (-7.493663141300154, -1.4095839494760247, 0.16463591575935135) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0014" ( + prepend references = @./Meshes/book_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.346507, 0.9413488, 1.0833333) + double3 xformOp:translate = (-7.435403542048454, -1.4148551861482577, 0.15515236887151712) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0015" ( + prepend references = @./Meshes/book_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.346507, 0.9413488, 1.0833333) + double3 xformOp:translate = (-7.581132359365961, -1.407818865738821, 0.18435069433494417) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0016" ( + prepend references = @./Meshes/book_0016.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.8944, 0.8944, 0.8944) + double3 xformOp:translate = (-7.524565086435013, -1.8564939617983436, 0.49579049578131557) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0017" ( + prepend references = @./Meshes/book_0017.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.8944, 0.8944, 0.8944) + double3 xformOp:translate = (-7.524564984991781, -1.8562223531740683, 0.47061934996130245) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0018" ( + prepend references = @./Meshes/book_0018.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.8944, 0.8944, 0.8944) + double3 xformOp:translate = (-7.486069778251436, -1.9375822467955715, 0.13771611751277435) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0019" ( + prepend references = @./Meshes/book_0019.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.8944, 0.8944, 0.8944) + double3 xformOp:translate = (-7.466607317328794, -1.977929498823123, 0.10931661065105729) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0020" ( + prepend references = @./Meshes/book_0020.usd@ + ) + { + quatf xformOp:orient = (0.90630776, -0, 0, 0.42261827) + float3 xformOp:scale = (0.8944, 0.8944, 0.8944) + double3 xformOp:translate = (-7.524739651805308, -4.356430344626448, 0.4957904990994787) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0021" ( + prepend references = @./Meshes/book_0021.usd@ + ) + { + quatf xformOp:orient = (0.90630776, -0, 0, 0.42261827) + float3 xformOp:scale = (0.8944, 0.8944, 0.8944) + double3 xformOp:translate = (-7.52456498, -4.35622235, 0.47061935079255895) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0022" ( + prepend references = @./Meshes/book_0022.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.0287875, -3.58414501, 0.17418350881931227) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0023" ( + prepend references = @./Meshes/book_0023.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.0237815, -3.5879055, 0.1536574906073982) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0002" ( + prepend references = @./Meshes/chandelier_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.99515164, 0.94956636, 0.99751306) + double3 xformOp:translate = (-5.6296466517377395, -3.0537320402378056, 1.9021913123698038) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0001" ( + prepend references = @./Meshes/painting_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.086071, 0.945991, 1.0817541) + double3 xformOp:translate = (-7.690201807738138, -3.438594364281653, 1.788208992265052) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0002" ( + prepend references = @./Meshes/painting_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.086071, 0.945991, 1.0817541) + double3 xformOp:translate = (-7.690201807738138, -2.5990768471918093, 1.788208992265052) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0001" ( + prepend references = @./Meshes/vase_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.8944, 0.8944, 0.8944) + double3 xformOp:translate = (-7.496859741210938, -2.04470666390076, 0.5271131504332873) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0003" ( + prepend references = @./Meshes/curtain_0003.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1.3327007, 0.78569186, 1.0445675) + double3 xformOp:translate = (-4.532135024154713, -4.453185133666094, 1.3681611345391673) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0004" ( + prepend references = @./Meshes/curtain_0004.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1.3327007, 0.78569186, 1.0445675) + double3 xformOp:translate = (-6.858995715080359, -4.453182049435725, 1.3694798829890715) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0000" ( + prepend references = @./Meshes/storage_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.346507, 0.9413488, 1.0833333) + double3 xformOp:translate = (-7.498208958961887, -1.4041472309355914, 1.7661869583162457) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "office_supply_0000" ( + prepend references = @./Meshes/office_supply_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.346507, 0.9413488, 1.0833333) + double3 xformOp:translate = (-7.303807583065386, -1.3784702599652543, 0.4809188237956004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "office_supply_0001" ( + prepend references = @./Meshes/office_supply_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.346507, 0.9413488, 1.0833333) + double3 xformOp:translate = (-7.524356528787965, -1.3997935768416483, 1.7914530706622669) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0000" ( + prepend references = @./Meshes/shelf_0000.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1.3327007, 0.78569186, 1.0445675) + double3 xformOp:translate = (-5.696432000748035, -4.6177799276585745, 2.7606899837270213) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0000" ( + prepend references = @./Meshes/bed_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.9129, 1, 1) + double3 xformOp:translate = (-6.479479354849886, -3.1398718461036332, 0.5563169667353912) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0000" ( + prepend references = @./Meshes/bedding_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.9129, 1, 1) + double3 xformOp:translate = (-5.478861602727496, -2.837005012660884, 0.43593821640775454) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0000" ( + prepend references = @./Meshes/pillow_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.9129, 1, 1) + double3 xformOp:translate = (-6.947323379533197, -2.8094146602357797, 0.725240985627168) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0001" ( + prepend references = @./Meshes/pillow_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.9129, 1, 1) + double3 xformOp:translate = (-6.957900398299742, -3.5268173203944753, 0.7327365300738988) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0002" ( + prepend references = @./Meshes/pillow_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.9129, 1, 1) + double3 xformOp:translate = (-7.31159461975091, -3.4858720507620458, 0.744130165029116) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0003" ( + prepend references = @./Meshes/pillow_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.9129, 1, 1) + double3 xformOp:translate = (-7.446565124532121, -3.472297423807031, 0.6473708760563419) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0004" ( + prepend references = @./Meshes/pillow_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.9129, 1, 1) + double3 xformOp:translate = (-7.275514556984902, -2.7615774830171724, 0.7678563495958132) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0005" ( + prepend references = @./Meshes/pillow_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.9129, 1, 1) + double3 xformOp:translate = (-7.395165145890327, -2.7501336982806244, 0.6511226196213932) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "electric_appliance_0000" ( + prepend references = @./Meshes/electric_appliance_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.9358780700000002, -2.39504849, 0.6124476076352302) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0000" ( + prepend references = @./Meshes/flower_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.9939294000000003, -3.87568801, 0.9159934882812264) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0001" ( + prepend references = @./Meshes/flower_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.9619555300000004, -4.16344602, 0.5587256490129463) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "wall" + { + def Xform "wall_0000" ( + prepend references = @./Meshes/wall_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.99231935, 1.2639084, 0.9629434) + double3 xformOp:translate = (-0.02678161259841644, 1.4628519410023708, 2.0827701563103487) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0001" ( + prepend references = @./Meshes/wall_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.99231935, 1.2639084, 0.9629434) + double3 xformOp:translate = (-0.02678155352666732, 1.3229351748101759, 1.6757897974258267) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0002" ( + prepend references = @./Meshes/wall_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.99231935, 1.2639084, 0.9629434) + double3 xformOp:translate = (-0.0264971690674575, 0.2700505645380016, 1.631360026482163) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0003" ( + prepend references = @./Meshes/wall_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.99231935, 1.2639084, 0.9629434) + double3 xformOp:translate = (-0.0266292619057163, 0.7810364854269625, 2.035525255203509) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0004" ( + prepend references = @./Meshes/wall_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.99231935, 1.2639084, 0.9629434) + double3 xformOp:translate = (-0.031330997624339336, 1.6458418271082536, 1.4124425247926242) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0005" ( + prepend references = @./Meshes/wall_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.6203922, 0.66668, 1.04) + double3 xformOp:translate = (-3.4843511962890625, -2.3737167358398437, 1.2999994800000017) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0006" ( + prepend references = @./Meshes/wall_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2863753, 1.3395089, 0.9629434) + double3 xformOp:translate = (-0.026509493146761275, -2.6082524911352407, 2.082770156310349) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0007" ( + prepend references = @./Meshes/wall_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2863753, 1.3395089, 0.9629434) + double3 xformOp:translate = (-0.02650942774553189, -2.789631248002483, 1.675789797425827) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0008" ( + prepend references = @./Meshes/wall_0008.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2863753, 1.3395089, 0.9629434) + double3 xformOp:translate = (-0.026208034362793363, -4.154519042199594, 1.6313600264821633) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0009" ( + prepend references = @./Meshes/wall_0009.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2863753, 1.3395089, 0.9629434) + double3 xformOp:translate = (-0.02634802661911667, -3.4921116674906085, 2.035525255203509) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0010" ( + prepend references = @./Meshes/wall_0010.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2863753, 1.3395089, 0.9629434) + double3 xformOp:translate = (-0.03133099776071236, -2.3710369298670453, 1.41958405817259) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0011" ( + prepend references = @./Meshes/wall_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.60177505, -3.3329817100000003, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0012" ( + prepend references = @./Meshes/wall_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.75390602, -6.44944489, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0013" ( + prepend references = @./Meshes/wall_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.57687012, -0.015810010000000003, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0014" ( + prepend references = @./Meshes/wall_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.09396190000000001, -1.4702200300000001, 1.3999950145244302) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0015" ( + prepend references = @./Meshes/wall_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.9192110400000004, -4.76171494, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0016" ( + prepend references = @./Meshes/wall_0016.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-7.82096008, -1.859375, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0017" ( + prepend references = @./Meshes/wall_0017.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.39575001, 6.23144501, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0018" ( + prepend references = @./Meshes/wall_0018.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.6939055200000002, 3.50899994, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0019" ( + prepend references = @./Meshes/wall_0019.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.60177505, 3.62863209, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0020" ( + prepend references = @./Meshes/wall_0020.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.029325099999999, -0.21652075, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0021" ( + prepend references = @./Meshes/wall_0021.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-6.14320511, -0.9545895, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0022" ( + prepend references = @./Meshes/wall_0022.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-5.70708008, 1.03439247, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0023" ( + prepend references = @./Meshes/wall_0023.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.18115002, 4.93450989, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "ceiling" + { + def Xform "ceiling_0000" ( + prepend references = @./Meshes/ceiling_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.1675026, 0.95413923, 0.57268304) + double3 xformOp:translate = (-5.715655420981375, -2.7712970547232545, 2.7002530973520957) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0001" ( + prepend references = @./Meshes/ceiling_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0568528, 1.4576901, 0.82082677) + double3 xformOp:translate = (-1.75390625, -2.180724792480469, 2.699499983617393) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0002" ( + prepend references = @./Meshes/ceiling_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9469137, 0.5150408, 0.16567901) + double3 xformOp:translate = (-6.203204300119692, 0.044189495170780906, 2.474632240885813) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0003" ( + prepend references = @./Meshes/ceiling_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0290427, 0.79162014, 0.6367719) + double3 xformOp:translate = (-1.753906262365854, 1.8414678439225645, 2.7002529871350016) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0004" ( + prepend references = @./Meshes/ceiling_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.86820495, 0.27850667, 1.1205083) + double3 xformOp:translate = (-1.7539062838354584, -5.508277361637602, 2.699999444728288) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0005" ( + prepend references = @./Meshes/ceiling_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.39575199, 4.874511790000001, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0006" ( + prepend references = @./Meshes/ceiling_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.24145511, -0.62207032, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0007" ( + prepend references = @./Meshes/ceiling_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.7539057900000001, -5.60987118, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0008" ( + prepend references = @./Meshes/ceiling_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-6.20320419, 0.04418945, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0009" ( + prepend references = @./Meshes/ceiling_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-5.7156553599999995, -2.49340824, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0010" ( + prepend references = @./Meshes/ceiling_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.8592105400000003, -0.1132901, 2.85) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "floor" + { + def Xform "floor_0000" ( + prepend references = @./Meshes/floor_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.24145511, -0.62207032, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0001" ( + prepend references = @./Meshes/floor_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-5.7156553599999995, -2.49340824, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0002" ( + prepend references = @./Meshes/floor_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.39575199, 4.874511790000001, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0003" ( + prepend references = @./Meshes/floor_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-6.20320419, 0.04418945, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0004" ( + prepend references = @./Meshes/floor_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.7539057900000001, -5.60987118, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0005" ( + prepend references = @./Meshes/floor_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.8592105400000003, -0.1132901, -0.30000500000023755) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "other" + { + def Xform "doorsill_0000" ( + prepend references = @./Meshes/doorsill_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.585449290000001, 0.52296802, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0001" ( + prepend references = @./Meshes/doorsill_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.46746051, 3.5175780600000004, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0002" ( + prepend references = @./Meshes/doorsill_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.08035114, -0.22509733, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0003" ( + prepend references = @./Meshes/doorsill_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.39971305, 3.5175780600000004, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0004" ( + prepend references = @./Meshes/doorsill_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.78035107, -4.76171907, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0000" ( + prepend references = @./Meshes/window_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.700959490000001, -4.72816484, 1.4999995299999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0001" ( + prepend references = @./Meshes/window_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.75390628, -6.511969769999999, 1.4999995299999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0002" ( + prepend references = @./Meshes/window_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.872722700000001, -0.43458984, 1.4999995299999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0003" ( + prepend references = @./Meshes/window_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.35115233, 6.19346147, 1.4999995299999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "door_0000" ( + prepend references = @./Meshes/door_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.607126190000001, 0.52296881, 1.0704995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0000" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0001" ( + prepend references = @./Meshes/door_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.78035158, -4.76171899, 1.1997387578124767) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0001" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "physics_constraint_0003" + { + token visibility = "invisible" + } + + over "physics_constraint_0004" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + + over "group_0003" + { + token visibility = "invisible" + } + + over "group_0004" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0002" ( + prepend references = @./Meshes/door_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.0803515599999995, -0.25483748, 1.0779993729999764) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0002" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0003" ( + prepend references = @./Meshes/door_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.46746095, 3.49822591, 1.0679994929999768) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0003" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0004" ( + prepend references = @./Meshes/door_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.3997134, 3.517578, 1.0559995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0004" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "physics_constraint_0003" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + + over "group_0003" + { + token visibility = "invisible" + } + } + } + } + } + } + + def "Rendering" + { + def "Lights" + { + def DistantLight "DirectionalLight" + { + float angle = 0.5357 + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + color3f color = (1, 1, 1) + float colorTemperature = 6500 + bool enableColorTemperature = 0 + float inputs:angle = 3 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 1989.4366 + bool inputs:normalize = 0 + float inputs:specular = 1 + float intensity = 1989.4366 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DistantLight" + uniform token purpose = "default" + token visibility = "inherited" + bool visibleInPrimaryRay = 0 + quatd xformOp:orient = (0.833099066023021, 0.5289167460996648, -0.0009132552577853922, -0.1618400069567073) + double3 xformOp:scale = (2.5, 2.5, 2.5) + double3 xformOp:translate = (-0.3100600846672327, -4.297099378708394, 1.110096781265646) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def DomeLight "DomeLight" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float guideRadius = 100000 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 1000 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 1 + asset inputs:texture:file = @./limpopo_golf_course_4k.hdr@ + token inputs:texture:format = "latlong" + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DomeLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0, 0, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def RectLight "RectLight" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float3[] extent = [(-50, -50, -0), (50, 50, 0)] + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 5000 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 1 + float inputs:exposure = 1 + float inputs:height = 1 + float inputs:intensity = 1000 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 0 + asset inputs:texture:file + float inputs:width = 2 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "RectLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (0.7071067811865475, 0.7071067811865476, 0, 0) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.8133671900195552, -4.634834320603639, 1.1889341525254844) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def RectLight "RectLight_01" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float3[] extent = [(-50, -50, -0), (50, 50, 0)] + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 5000 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 1 + float inputs:exposure = 1 + float inputs:height = 1 + float inputs:intensity = 1500 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 0 + asset inputs:texture:file + float inputs:width = 1 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "RectLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (0.7071067811865475, 0.7071067811865476, 0, 0) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.676754973946393, -4.7159119522278266, 1.5143311855182209) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } +} + diff --git a/kujiale_0024/limpopo_golf_course_4k.hdr b/kujiale_0024/limpopo_golf_course_4k.hdr new file mode 100644 index 0000000000000000000000000000000000000000..69a8064f5ce4ae974f68c4a95a85731b92b82c23 --- /dev/null +++ b/kujiale_0024/limpopo_golf_course_4k.hdr @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d8c4f77cd64dae23dc7cc32665b6bcbc370716d3c99e255bf9359b6225862f36 +size 26179131 diff --git a/kujiale_0024/rooms.json b/kujiale_0024/rooms.json new file mode 100644 index 0000000000000000000000000000000000000000..5bc78c8165ca4becafcf6bfce30a3f5538b5b12c --- /dev/null +++ b/kujiale_0024/rooms.json @@ -0,0 +1 @@ +[{"room_type": "living room", "polygon": [[-0.0174609375, -4.64171875], [-0.0174609375, 1.6644287109375], [-0.0174609375, 3.397578125], [-1.18115234375, 3.397578125], [-3.4903515625, 3.397578125], [-3.4903515625, 0.92296875], [-4.46544921875, 0.92296875], [-4.46544921875, -0.10509765625], [-3.4903515625, -0.10509765625], [-3.4903515625, -4.64171875]]}, {"room_type": "bedroom", "polygon": [[-4.46544921875, -1.07458984375], [-7.70095947265625, -1.07458984375], [-7.70095947265625, -4.64171875], [-3.7303515625, -4.64171875], [-3.7303515625, -0.34509765625], [-4.46544921875, -0.34509765625]]}, {"room_type": "kitchen", "polygon": [[-3.4903515625, 6.1114453125], [-3.4903515625, 5.00048828125], [-3.4903515625, 3.637578125], [-1.30115234375, 3.637578125], [-1.30115234375, 6.1114453125]]}, {"room_type": "bathroom", "polygon": [[-4.70544921875, -0.22509765625], [-4.70544921875, 0.92296875], [-7.70095947265625, 0.92296875], [-7.70095947265625, -0.83458984375], [-4.70544921875, -0.83458984375]]}, {"room_type": "balcony", "polygon": [[-3.4903515625, -6.3380234375], [-0.0174609375, -6.3380234375], [-0.0174609375, -4.88171875], [-3.4903515625, -4.88171875]]}] \ No newline at end of file diff --git a/kujiale_0025/.thumbs/256x256/kujiale_0025.usda.png b/kujiale_0025/.thumbs/256x256/kujiale_0025.usda.png new file mode 100644 index 0000000000000000000000000000000000000000..c415fac53e6ebccce234b25b6d8dc69582bc8cc8 --- /dev/null +++ b/kujiale_0025/.thumbs/256x256/kujiale_0025.usda.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:8d90d56db3079e611290526d5053befbcca4efd0f050fd0eb4ebb968c378c1a2 +size 97756 diff --git a/kujiale_0025/Materials/BasicShapeMaterial.mdl b/kujiale_0025/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/kujiale_0025/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0025/Materials/MI_59f6a715f5c4513d1a6411a3.mdl b/kujiale_0025/Materials/MI_59f6a715f5c4513d1a6411a3.mdl new file mode 100644 index 0000000000000000000000000000000000000000..8178a0376f62cadb442dedc68fd2f3ef8fd91671 --- /dev/null +++ b/kujiale_0025/Materials/MI_59f6a715f5c4513d1a6411a3.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_59f6a715f5c4513d1a6411a3( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0025/Materials/MI_5a275944b53276194e807c6c.mdl b/kujiale_0025/Materials/MI_5a275944b53276194e807c6c.mdl new file mode 100644 index 0000000000000000000000000000000000000000..bdcf97f5735c17cc7723f1adf26267e42617ce60 --- /dev/null +++ b/kujiale_0025/Materials/MI_5a275944b53276194e807c6c.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5a275944b53276194e807c6c( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0025/Materials/MI_5e0eae7023bc840001d4123c.mdl b/kujiale_0025/Materials/MI_5e0eae7023bc840001d4123c.mdl new file mode 100644 index 0000000000000000000000000000000000000000..2771923a47d275a77124b2632a05636007d0fe92 --- /dev/null +++ b/kujiale_0025/Materials/MI_5e0eae7023bc840001d4123c.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5e0eae7023bc840001d4123c( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0025/Materials/M_BaseMaterial.mdl b/kujiale_0025/Materials/M_BaseMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ed00d16934cd045cadecb7db4bb5dd5ddc8dd3e7 --- /dev/null +++ b/kujiale_0025/Materials/M_BaseMaterial.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0025/Materials/M_BaseMaterial_twosided.mdl b/kujiale_0025/Materials/M_BaseMaterial_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..34a066551136042c8b515bc0777c0e436c62c466 --- /dev/null +++ b/kujiale_0025/Materials/M_BaseMaterial_twosided.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_twosided( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0025/Materials/M_BaseMaterial_v2.mdl b/kujiale_0025/Materials/M_BaseMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..154aecae651add78223e5fe6138f215211f152d3 --- /dev/null +++ b/kujiale_0025/Materials/M_BaseMaterial_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0025/Materials/M_BaseMaterial_v2_twosided.mdl b/kujiale_0025/Materials/M_BaseMaterial_v2_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7d90fc45fb437460e27004b226156b66a976f877 --- /dev/null +++ b/kujiale_0025/Materials/M_BaseMaterial_v2_twosided.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2_twosided( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0025/Materials/M_TranslucentMaterial.mdl b/kujiale_0025/Materials/M_TranslucentMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..0452d78794ea94cb1040fdf3244e688785b52118 --- /dev/null +++ b/kujiale_0025/Materials/M_TranslucentMaterial.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0025/Materials/M_TranslucentMaterial_v2.mdl b/kujiale_0025/Materials/M_TranslucentMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..6cef6519dd94a7d9f305169cecdb1d5512581737 --- /dev/null +++ b/kujiale_0025/Materials/M_TranslucentMaterial_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0025/Materials/OmniUe4Base.mdl b/kujiale_0025/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a441fbaf28040302c7aaabfbcf14b24a85bdf643 --- /dev/null +++ b/kujiale_0025/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/kujiale_0025/Materials/OmniUe4Function.mdl b/kujiale_0025/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..84f4f0da48ff31d03ee611373fe3a4d2e04c9079 --- /dev/null +++ b/kujiale_0025/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/kujiale_0025/Materials/OmniUe4Translucent.mdl b/kujiale_0025/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..483a83004b8f7d5bf820a7905d06ea2d7d5894af --- /dev/null +++ b/kujiale_0025/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/kujiale_0025/Materials/Textures/BlackPlaceholder.png b/kujiale_0025/Materials/Textures/BlackPlaceholder.png new file mode 100644 index 0000000000000000000000000000000000000000..cf498a3f19c07112845752ecd2523a666d8d13b5 --- /dev/null +++ b/kujiale_0025/Materials/Textures/BlackPlaceholder.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:b1fe09d073788819ad2747115939aac07b13e49213a790ddf57aae4cec4d5803 +size 110 diff --git a/kujiale_0025/Materials/Textures/DefaultDiffuse.png b/kujiale_0025/Materials/Textures/DefaultDiffuse.png new file mode 100644 index 0000000000000000000000000000000000000000..bd1d23e7e3f469dc8a3ba685ddd76d8d37810a22 --- /dev/null +++ b/kujiale_0025/Materials/Textures/DefaultDiffuse.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:2ee4a01a1731ecf55df4086f81d4be55d41d251522508fbd7da51b08cd4ac38c +size 2032125 diff --git a/kujiale_0025/Materials/Textures/DefaultNormal.png b/kujiale_0025/Materials/Textures/DefaultNormal.png new file mode 100644 index 0000000000000000000000000000000000000000..4766222ff2b9fd2f84566e64c2a3c709d27c6b4b --- /dev/null +++ b/kujiale_0025/Materials/Textures/DefaultNormal.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:b5c0e3a8cc3bc960467544a14b9d0b881c833b30316a67863cc5a42e5d3225df +size 2125916 diff --git 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0000000000000000000000000000000000000000..1374299f552cc467f093777626b92f4faa277cc4 --- /dev/null +++ b/kujiale_0025/Materials/WorldGridMaterial.mdl @@ -0,0 +1,77 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float Local19 = math::lerp(0.0,0.5,Local12.y); + float Local20 = math::lerp(0.7,1.0,Local9.y); + float Local21 = math::lerp(Local20,1.0,0.0); + float Local22 = (Local21 * 1.0); + float Local23 = (Local19 + Local22); + float Local24 = math::min(math::max(Local23,0.0),1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local18,Local18,Local18); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Local24; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + 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b/kujiale_0025/kujiale_0025.usda new file mode 100644 index 0000000000000000000000000000000000000000..0ebf8bdeed4c2d13ded3a4d74f4e7826b46ac59e --- /dev/null +++ b/kujiale_0025/kujiale_0025.usda @@ -0,0 +1,2321 @@ +#usda 1.0 +( + customLayerData = { + dictionary cameraSettings = { + dictionary Front = { + double3 position = (500, 0, 0) + double radius = 5 + } + dictionary Perspective = { + double3 position = (-2.861252217427335, -0.16152401445257852, 1.357722440353648) + double3 target = (-2.7656439467642344, -1.633844004742961, 1.2712319814768829) + } + dictionary Right = { + double3 position = (0, -500, 0) + double radius = 5 + } + dictionary Top = { + double3 position = (0, 0, 500) + double radius = 5 + } + string boundCamera = "/OmniverseKit_Persp" + } + dictionary omni_layer = { + string authoring_layer = "./kujiale_0025.usda" + } + dictionary renderSettings = { + double "rtx:post:tonemap:cm2Factor" = 4096 + double "rtx:post:tonemap:exposureTime" = 0.000016666666851961054 + double "rtx:post:tonemap:fNumber" = 2.799999952316284 + double "rtx:reflections:maxRoughness" = 1 + } + } + defaultPrim = "Root" + metersPerUnit = 1 + upAxis = "Z" +) + +def Xform "Root" +{ + def Scope "Meshes" + { + def Scope "kitchen_3527" + { + def Xform "other_cooker_0000" ( + prepend references = @./Meshes/other_cooker_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.8763135452273625, 0.936976348876981, 0.831416836287477) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "basin_0000" ( + prepend references = @./Meshes/basin_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.133317657308119, 2.5580617368703202, 0.6915681781140247) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0000" ( + prepend references = @./Meshes/bathroom_product_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.133378267286526, 2.647330031836929, 1.0654910343110513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fridge_0000" ( + prepend references = @./Meshes/fridge_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.6320275268621804, -0.1239931028063711, 0.9014647314453158) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "range_hood_0000" ( + prepend references = @./Meshes/range_hood_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.0048, 1.0046, 1.0047) + double3 xformOp:translate = (-6.914889453845681, 0.9255967285612461, 2.013140698493951) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "stool_0000" ( + prepend references = @./Meshes/stool_0000.usd@ + ) + { + quatf xformOp:orient = (1.2167965e-8, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.451588699309415, -0.13323124694913419, 0.933704892975466) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0000" ( + prepend references = @./Meshes/tea_set_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.6313546371359875, 2.3496757487998328, 0.8399326915530811) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0009" ( + prepend references = @./Meshes/cabinet_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-6.892597816525529, 2.080264726472656, 1.9999995329379163) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0010" ( + prepend references = @./Meshes/cabinet_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-6.660705616124999, 0.011332113491210976, 1.9999995289379167) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0011" ( + prepend references = @./Meshes/cabinet_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-6.141473977953127, 1.16601892612207, 0.442964280154845) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0000" ( + prepend references = @./Meshes/ceiling_light_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.0029839, 0.50149196, 0.07423409) + double3 xformOp:translate = (-6.101423906258604, 1.3368661330773899, 2.3840845033078613) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cookware_0000" ( + prepend references = @./Meshes/cookware_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.762199851993897, 2.7334442367893774, 0.9035560479406648) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0000" ( + prepend references = @./Meshes/bowl_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.875900527680056, 1.7529395358795452, 0.905373762928748) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0001" ( + prepend references = @./Meshes/bowl_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.872448444311637, 1.7497973722073088, 0.8878988669485374) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0002" ( + prepend references = @./Meshes/bowl_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.872598354369662, 1.7500785137134838, 0.8671521117848017) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0003" ( + prepend references = @./Meshes/bowl_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.872243850754013, 1.7498143955678256, 0.9247588889783972) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spoon_0000" ( + prepend references = @./Meshes/spoon_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.830517459692768, 1.7248358667249222, 0.9446846565599794) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0000" ( + prepend references = @./Meshes/tray_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.804420845031252, 1.796766639713606, 0.8345630268370949) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0001" ( + prepend references = @./Meshes/tray_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.000731201171886, 0.33505757141113407, 0.8335743228150742) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bathroom_5837" + { + def Xform "basin_0001" ( + prepend references = @./Meshes/basin_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8492286, 1.0260878, 0.9285914) + double3 xformOp:translate = (6.292115369456627, -3.4136816285922156, 0.8000095469219712) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0001" ( + prepend references = @./Meshes/bathroom_product_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.359485879341206, -1.7532917618545687, 1.5186751498886786) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0002" ( + prepend references = @./Meshes/bathroom_product_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.2225, 1, 1) + double3 xformOp:translate = (5.616795409545939, -2.2063759327415533, 1.19999944516114) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_5a5d6ccd4242a6670829a5a1" + { + over "MI_5a275944b53276194e807c6c" + { + float inputs:FresnelB = 1.517 + float inputs:Opacity = 0.1 + float inputs:PolygonOffset = 0 + float inputs:SwitchRefraction = 0 + } + } + + over "MI_5fb5e0fc5ea89f0001cd6a97" + { + over "MI_59f6a715f5c4513d1a6411a3" + { + float4 inputs:BaseColor_Color = (1, 1, 1, 1) + float4 inputs:Gloss_Color = (0.8, 0.8, 0.8, 1) + float4 inputs:Specular_Color = (0.5, 0.5, 0.5, 1) + } + } + } + } + + def Xform "bathroom_product_0003" ( + prepend references = @./Meshes/bathroom_product_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8492286, 1.0260878, 0.9285914) + double3 xformOp:translate = (6.46890901357856, -3.413748942615656, 0.8691097152078008) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0005" ( + prepend references = @./Meshes/cabinet_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8492286, 1.0260878, 0.9285914) + double3 xformOp:translate = (6.317067990188851, -3.345256273626916, 0.3432484536386102) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "closestool_0000" ( + prepend references = @./Meshes/closestool_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.259953624231294, -2.590752677982282, 0.18065415942336477) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0000" ( + prepend references = @./Meshes/daily_equipment_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.2225, 1, 1) + double3 xformOp:translate = (5.207230901460933, -2.261170025873444, 0.8853629552909369) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "daily_equipment_0000" + { + over "mesh_0000" + { + over "SM_Clutter_0007_Part_0000_144" + { + quatf xformOp:orient = (1, 0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0, 2.5652381922536733, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + } + } + + def Xform "mirror_0000" ( + prepend references = @./Meshes/mirror_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.541347928074722, -3.3394828139362676, 1.5067647654869831) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0001" ( + prepend references = @./Meshes/ceiling_light_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.690383344717959, -2.572502306030663, 2.3464787586672977) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bedroom_1957" + { + def Xform "throw_pillow_0000" ( + prepend references = @./Meshes/throw_pillow_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.8679, 1, 1.0833) + double3 xformOp:translate = (4.771985095376867, -4.404790351859386, 2.2478433227287815) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0001" ( + prepend references = @./Meshes/throw_pillow_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.8679, 1, 1.0833) + double3 xformOp:translate = (5.510681384439367, -4.404790397635754, 2.248164111483387) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0002" ( + prepend references = @./Meshes/throw_pillow_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.8679, 1, 1.0833) + double3 xformOp:translate = (6.224851306314368, -4.404790397635754, 2.2473065572789217) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0005" ( + prepend references = @./Meshes/throw_pillow_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.263704082489937, -6.027129058823942, 0.608120098114962) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0006" ( + prepend references = @./Meshes/throw_pillow_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.243020488741428, -7.024527786236493, 0.6149167442242848) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0000" ( + prepend references = @./Meshes/cabinet_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.8679, 1, 1.0833) + double3 xformOp:translate = (5.497158723538682, -4.376700348136003, 1.299999432636622) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0002" ( + prepend references = @./Meshes/cabinet_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.0174475, 0.97813404, 0.7790084) + double3 xformOp:translate = (6.333000237577424, -7.9440001761631756, 0.24999664137172659) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0003" ( + prepend references = @./Meshes/cabinet_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.0174475, 0.97813404, 0.7790084) + double3 xformOp:translate = (6.314999749296174, -5.0859999930577064, 0.24999664137172659) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0000" ( + prepend references = @./Meshes/painting_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.5836339220999935, -6.478199813851604, 1.7386464635936973) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0000" ( + prepend references = @./Meshes/chandelier_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.9594392089619035, -6.328200317723504, 2.2116155074237067) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0001" ( + prepend references = @./Meshes/television_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071067, -0, 0, 0.7071069) + float3 xformOp:scale = (0.828, 0.828, 0.828) + double3 xformOp:translate = (3.40662794690247, -6.472596244987741, 1.1935139311233252) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0002" ( + prepend references = @./Meshes/curtain_0002.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.725572339036659, -8.963176644589211, 1.7283833146254988) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0001" ( + prepend references = @./Meshes/bed_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.424910094575091, -6.511586060243808, 0.5236313716149368) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0002" ( + prepend references = @./Meshes/bedding_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.651413636322525, -6.50975350784288, 0.5405616417649739) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0003" ( + prepend references = @./Meshes/bedding_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.0068207853631534, -6.521406067127348, 0.4247960073619519) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0004" ( + prepend references = @./Meshes/pillow_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.122588811979113, -6.98851824837138, 0.6941915112390413) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0005" ( + prepend references = @./Meshes/pillow_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.13462866957616, -6.067238448600996, 0.6768976102019262) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0004" ( + prepend references = @./Meshes/spot_light_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.8116885267135316, -3.5006997811459843, 2.7475332405652586) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "livingroom_4761" + { + def Xform "throw_pillow_0003" ( + prepend references = @./Meshes/throw_pillow_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.2065411998719866, -3.137800853822447, 0.5104782791378755) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0004" ( + prepend references = @./Meshes/throw_pillow_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.824396620480461, -3.1400075884290963, 0.515961222591213) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0001" ( + prepend references = @./Meshes/cabinet_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.2756517, 1.0319312, 1.1047976) + double3 xformOp:translate = (-6.110597774867801, -0.9376399574356629, 1.299999459363791) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0008" ( + prepend references = @./Meshes/cabinet_0008.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.68109995, 0.6595, 0.6595) + double3 xformOp:translate = (-0.3497120771926378, -5.297935607859004, 0.2835055054112213) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0000" ( + prepend references = @./Meshes/sofa_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.514679794747385, -3.080518545249554, 0.36702252839540916) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0001" ( + prepend references = @./Meshes/sofa_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.0784, 1, 1) + double3 xformOp:translate = (-3.444922726897212, -5.289102795392892, 0.3239580988931008) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0002" ( + prepend references = @./Meshes/painting_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.91823053, 1.8168993, 0.8422469) + double3 xformOp:translate = (-1.9665177656494777, 0.1470889163336701, 1.4303981308143712) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0003" ( + prepend references = @./Meshes/painting_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 0.58556676) + double3 xformOp:translate = (-4.6523767089843755, -4.299271406898755, 1.56839630889763) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0004" ( + prepend references = @./Meshes/painting_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 0.58556676) + double3 xformOp:translate = (-4.630623474121093, -5.896784831438216, 1.3691688578697123) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0000" ( + prepend references = @./Meshes/table_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.49627770994196, -4.67304559297459, 0.15453480100962083) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0001" ( + prepend references = @./Meshes/table_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.32068244648968, -3.0134383087611814, 0.2789493882106668) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0002" ( + prepend references = @./Meshes/table_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.15096377, -0.057172890000000004, 0.34187040799651036) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0001" ( + prepend references = @./Meshes/chandelier_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.5477940334722002, -4.608564772260235, 1.7181284023380234) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0002" ( + prepend references = @./Meshes/chandelier_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (0.9436646, 1.1050812, 1.051953) + double3 xformOp:translate = (-3.4003022943330046, 0.3243111803201555, 1.7960258177880641) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0000" ( + prepend references = @./Meshes/table_lamp_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, 0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.305894551047839, -3.0013386230817987, 0.8745330076803652) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0000" ( + prepend references = @./Meshes/television_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.828, 0.828, 0.828) + double3 xformOp:translate = (-0.17240313963389234, -5.313477354772137, 1.1007942764367715) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0000" ( + prepend references = @./Meshes/curtain_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9775, 1, 0.8378) + double3 xformOp:translate = (-0.19139315227479775, -7.60996842463772, 1.3996190828529722) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0003" ( + prepend references = @./Meshes/curtain_0003.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1.0939695, 0.9162646, 1.000565) + double3 xformOp:translate = (-3.8029915329409882, -8.062949949411108, 1.4015014350274577) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0000" ( + prepend references = @./Meshes/flower_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.2756517, 1.0319312, 1.1047976) + double3 xformOp:translate = (-6.143107968820036, -1.0004005365348838, 1.0086659858822442) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0001" ( + prepend references = @./Meshes/flower_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.2756517, 1.0319312, 1.1047976) + double3 xformOp:translate = (-6.889707875872315, -1.0462085189101888, 0.9964949106374112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0002" ( + prepend references = @./Meshes/flower_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.2756517, 1.0319312, 1.1047976) + double3 xformOp:translate = (-6.503392452000512, -0.9980090016051887, 0.9994980323033309) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0003" ( + prepend references = @./Meshes/flower_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.2756517, 1.0319312, 1.1047976) + double3 xformOp:translate = (-6.577418117716637, -0.8881336534714874, 1.183390495658491) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0004" ( + prepend references = @./Meshes/flower_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.2756517, 1.0319312, 1.1047976) + double3 xformOp:translate = (-5.7323160796772505, -0.975957133494116, 1.1934209929396085) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0005" ( + prepend references = @./Meshes/flower_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.2374496699999997, -0.050148479999999995, 0.793158925773854) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0006" ( + prepend references = @./Meshes/flower_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.11327532, 0.05167302000000001, 0.9052244329594009) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0000" ( + prepend references = @./Meshes/vase_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.2756517, 1.0319312, 1.1047976) + double3 xformOp:translate = (-5.725341972490155, -0.9592838514918396, 1.0576262456834686) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0001" ( + prepend references = @./Meshes/vase_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.2756517, 1.0319312, 1.1047976) + double3 xformOp:translate = (-6.7211758933789545, -0.8859362843639378, 1.075668011008984) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0002" ( + prepend references = @./Meshes/vase_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.585479087833992, -4.30491527322364, 0.4024764472401241) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0001" ( + prepend references = @./Meshes/book_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.3277330780183805, -4.457895630017718, 0.2895549533008662) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0004" ( + prepend references = @./Meshes/ornament_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.3008253307343014, -4.472688907943337, 0.3311810058768817) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0002" ( + prepend references = @./Meshes/ceiling_light_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (8, 8.000001, 8.000001) + double3 xformOp:translate = (-5.477436614353304, -1.8000000009570118, 2.54877091105243) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0002" ( + prepend references = @./Meshes/tray_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.606220428491824, -4.8395204162471765, 0.3319451332076162) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0000" ( + prepend references = @./Meshes/spot_light_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.29999999999999655, -1.956618621893194, 2.745688795663125) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0001" ( + prepend references = @./Meshes/spot_light_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.4822361900947763, -1.9776238407106943, 2.7492600240393053) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0002" ( + prepend references = @./Meshes/spot_light_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.514662438711969, -1.9776238379017848, 2.7492600204572484) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0003" ( + prepend references = @./Meshes/spot_light_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.8116885574897608, -1.9776238390360943, 2.749260025049176) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0000" ( + prepend references = @./Meshes/chair_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.71726527, -0.53321236, 0.40702443106486974) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0001" ( + prepend references = @./Meshes/chair_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.4615631000000002, -0.50410788, 0.40702443106486974) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0002" ( + prepend references = @./Meshes/chair_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.7273112700000004, 0.59387411, 0.40702443106486974) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0003" ( + prepend references = @./Meshes/chair_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.5149922800000004, 0.36402042, 0.40702443106486974) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0000" ( + prepend references = @./Meshes/plate_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.19362827, 0.00039171999999999997, 0.7063554133886002) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bedroom_4463" + { + def Xform "cabinet_0004" ( + prepend references = @./Meshes/cabinet_0004.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (0.8, 0.989097, 0.958431) + double3 xformOp:translate = (5.587199102463695, -0.8343276070892518, 1.300240699818753) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0006" ( + prepend references = @./Meshes/cabinet_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.396135245896339, -0.1186644973618085, 0.265536969981341) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0007" ( + prepend references = @./Meshes/cabinet_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.75608367, 1.0105335, 1.0029896) + double3 xformOp:translate = (6.3961357830735475, 2.506837625604513, 0.23078131393884882) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0001" ( + prepend references = @./Meshes/painting_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8157, 1.1847, 0.96610004) + double3 xformOp:translate = (6.574712021395185, 1.1682605976196567, 1.7043055591594518) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0003" ( + prepend references = @./Meshes/chandelier_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5, 1.5, 1.5) + double3 xformOp:translate = (5.08723783, 1.14828014, 1.9042784673977415) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0001" ( + prepend references = @./Meshes/table_lamp_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0025885, 0.9952812, 0.99331206) + double3 xformOp:translate = (6.366999959608095, 2.4982568003165797, 0.7169838945866873) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0001" ( + prepend references = @./Meshes/curtain_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (4.474747007650247, 3.5096480146829268, 1.674023421319117) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0000" ( + prepend references = @./Meshes/storage_0000.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.67420979572263, -0.8698605178521761, 2.2801193584701305) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0001" ( + prepend references = @./Meshes/storage_0001.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.985364785182829, -0.8699713635018707, 2.2801901686724264) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0002" ( + prepend references = @./Meshes/storage_0002.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.662862424984163, -0.7844637497473796, 1.0128400761341412) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0003" ( + prepend references = @./Meshes/storage_0003.usd@ + ) + { + quatf xformOp:orient = (1.3315805e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.99031097480342, -0.7843241201724621, 1.0127460346614008) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0000" ( + prepend references = @./Meshes/bed_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.91053426, 1.1199168, 1.0334382) + double3 xformOp:translate = (5.217215574686661, 1.1888359180839463, 0.5292620597238725) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0000" ( + prepend references = @./Meshes/bedding_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.91053426, 1.1199168, 1.0334382) + double3 xformOp:translate = (5.358854299483357, 1.1914263542537173, 0.47056588706510805) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0001" ( + prepend references = @./Meshes/bedding_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.91053426, 1.1199168, 1.0334382) + double3 xformOp:translate = (4.667898273350006, 1.1936480573344534, 0.43528630462871987) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0000" ( + prepend references = @./Meshes/pillow_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.91053426, 1.1199168, 1.0334382) + double3 xformOp:translate = (6.31422406132445, 1.5511873885929108, 0.7681815268703951) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0001" ( + prepend references = @./Meshes/pillow_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.91053426, 1.1199168, 1.0334382) + double3 xformOp:translate = (6.313068402064658, 0.8359061972181339, 0.769217033747255) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0002" ( + prepend references = @./Meshes/pillow_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.91053426, 1.1199168, 1.0334382) + double3 xformOp:translate = (5.687143265419374, 1.1843255558909285, 0.7208071508502166) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0003" ( + prepend references = @./Meshes/pillow_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.91053426, 1.1199168, 1.0334382) + double3 xformOp:translate = (5.984936351984725, 0.8347373163436447, 0.7140049701772744) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0006" ( + prepend references = @./Meshes/pillow_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.91053, 1.11992, 1.03344) + double3 xformOp:translate = (5.984936350000001, 1.5312173981763635, 0.7140051892759023) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0000" ( + prepend references = @./Meshes/book_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.91053426, 1.1199168, 1.0334382) + double3 xformOp:translate = (4.616082664405839, 1.2135082054583972, 0.6295009897821996) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0000" ( + prepend references = @./Meshes/ornament_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.91053426, 1.1199168, 1.0334382) + double3 xformOp:translate = (4.624411343761479, 1.250073594668515, 0.6810699347823028) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0001" ( + prepend references = @./Meshes/ornament_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.886459, 0.9833782, 0.53250897) + double3 xformOp:translate = (6.522200141072162, 0.002978209456417626, 0.6058254701516829) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0002" ( + prepend references = @./Meshes/ornament_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.886459, 0.9833782, 0.53250897) + double3 xformOp:translate = (6.304977271310625, -0.2801409793870457, 0.7144174335429017) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0003" ( + prepend references = @./Meshes/ornament_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.886459, 0.9833782, 0.53250897) + double3 xformOp:translate = (6.335850462940479, 0.02458293058212264, 0.5503229862412456) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cushion_0000" ( + prepend references = @./Meshes/cushion_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.55799997, 0.6172, 1) + double3 xformOp:translate = (4.932555263066174, 3.1898247648169376, 0.06340530462760613) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "wall" + { + def Xform "wall_0000" ( + prepend references = @./Meshes/wall_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.6889, 1, 0.9426) + double3 xformOp:translate = (6.584823100483248, -7.868344728056925, 1.3275612989420198) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0001" ( + prepend references = @./Meshes/wall_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.6143, 1, 0.9426) + double3 xformOp:translate = (6.584823100483248, -6.483500978056925, 1.3275612989420198) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0002" ( + prepend references = @./Meshes/wall_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.6889, 1, 0.9426) + double3 xformOp:translate = (6.585321147358248, -5.096625978056925, 1.3275612989420198) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0003" ( + prepend references = @./Meshes/wall_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2861766, 0.8774546, 0.96295464) + double3 xformOp:translate = (-0.134151221275919, -4.981360706093857, 2.0985594786341326) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0004" ( + prepend references = @./Meshes/wall_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2861766, 0.8774546, 0.96295464) + double3 xformOp:translate = (-0.1340043539531867, -5.162711387299574, 1.6915744182078503) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0005" ( + prepend references = @./Meshes/wall_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2861766, 0.8774546, 0.96295464) + double3 xformOp:translate = (-0.13398371719774912, -6.5273883051533055, 1.6471441867926373) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0006" ( + prepend references = @./Meshes/wall_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2861766, 0.8774546, 0.96295464) + double3 xformOp:translate = (-0.13348898074850096, -5.8650831642283325, 2.051313946364964) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0007" ( + prepend references = @./Meshes/wall_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2861766, 0.8774546, 0.96295464) + double3 xformOp:translate = (-0.137010491531002, -4.744181515966709, 1.2995726194163706) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0008" ( + prepend references = @./Meshes/wall_0008.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.2244685, 1.5784686, 0.9286046) + double3 xformOp:translate = (-4.676433450208417, -5.505516083412476, 1.299999545456493) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0009" ( + prepend references = @./Meshes/wall_0009.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.6105731, 0.97365946, 1.04004) + double3 xformOp:translate = (-1.9479198599379062, 0.1591844937972153, 1.2999994484993267) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0010" ( + prepend references = @./Meshes/wall_0010.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8507842, 1.5922548, 0.963) + double3 xformOp:translate = (-1.9488396803891146, 0.19529148172417948, 1.2999994132143968) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0011" ( + prepend references = @./Meshes/wall_0011.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1.7028995, 2.0013666, 1.04004) + double3 xformOp:translate = (-1.9468384748323013, -0.8636431119161351, 1.299999470555055) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0012" ( + prepend references = @./Meshes/wall_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.8099800099999999, 0.27588501000000004, 1.3998949093791655) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0013" ( + prepend references = @./Meshes/wall_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.34486504, 1.81759003, 1.3998949093791655) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0014" ( + prepend references = @./Meshes/wall_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-6.14148514, 2.95304993, 1.3999949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0015" ( + prepend references = @./Meshes/wall_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-6.14148514, -0.627015, 1.3998949093791655) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0016" ( + prepend references = @./Meshes/wall_0016.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (6.71014008, -2.72432007, 1.3998949093791655) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0017" ( + prepend references = @./Meshes/wall_0017.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (6.14703003, -8.77859985, 1.3998949093791655) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0018" ( + prepend references = @./Meshes/wall_0018.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-7.26532013, 0.05740494, 1.3998949093791655) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0019" ( + prepend references = @./Meshes/wall_0019.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (6.282279969999999, 2.94714996, 1.3999949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0020" ( + prepend references = @./Meshes/wall_0020.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (5.20701996, -9.161510009999999, 1.3998949093791655) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0021" ( + prepend references = @./Meshes/wall_0021.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.27209991, -5.56384506, 1.3998949093791655) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0022" ( + prepend references = @./Meshes/wall_0022.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.38712486, -1.2540199699999999, 1.3998853730875997) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0023" ( + prepend references = @./Meshes/wall_0023.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (6.4285852100000005, -8.39569, 1.3998949093791655) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0024" ( + prepend references = @./Meshes/wall_0024.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-5.01164993, 0.90946491, 1.3998949093791655) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0025" ( + prepend references = @./Meshes/wall_0025.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.00433, -5.497845, 1.3998949093791655) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0026" ( + prepend references = @./Meshes/wall_0026.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.51320007, -2.66019501, 1.3998949093791655) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0027" ( + prepend references = @./Meshes/wall_0027.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.19148507, -2.5941999800000004, 1.3998949093791655) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0028" ( + prepend references = @./Meshes/wall_0028.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.93673492, 3.68783997, 1.3999949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0029" ( + prepend references = @./Meshes/wall_0029.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.267010040000001, -8.77859497, 1.3998949093791655) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0030" ( + prepend references = @./Meshes/wall_0030.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.01915009, 3.3174949600000003, 1.3999949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0031" ( + prepend references = @./Meshes/wall_0031.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.810189970000001, -5.613964999999999, 1.3998949093791655) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0032" ( + prepend references = @./Meshes/wall_0032.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-6.037755130000001, -2.83223999, 1.3998949093791655) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0033" ( + prepend references = @./Meshes/wall_0033.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (5.85431976, 3.3174949600000003, 1.3999949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0034" ( + prepend references = @./Meshes/wall_0034.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.77250504, -8.39569, 1.3998949093791655) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0035" ( + prepend references = @./Meshes/wall_0035.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.41020994, -8.39569, 1.3998949093791655) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0036" ( + prepend references = @./Meshes/wall_0036.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.64852509, 2.94714996, 1.3999949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0037" ( + prepend references = @./Meshes/wall_0037.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (5.55166489, -3.9404699699999997, 1.3998948693791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0038" ( + prepend references = @./Meshes/wall_0038.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.27790009, 0.90956497, 1.3999949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "other" + { + def Xform "door_handle_0000" ( + prepend references = @./Meshes/door_handle_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.01673267597978711, -7.740689370869047, 0.9289363462389749) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0000" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "doorsill_0000" ( + prepend references = @./Meshes/doorsill_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.83649908, -2.5941984000000002, 0.0049949093791656195) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0001" ( + prepend references = @./Meshes/doorsill_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.51920026, -3.31447356, 0.0049949093791656195) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0002" ( + prepend references = @./Meshes/doorsill_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-5.01164827, 0.79769252, 0.0049949093791656195) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0003" ( + prepend references = @./Meshes/doorsill_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.8720570600000004, -1.25392305, 0.0049949093791656195) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0004" ( + prepend references = @./Meshes/doorsill_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-7.27131603, -2.09530057, 0.0007949093910865486) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0000" ( + prepend references = @./Meshes/window_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.2047322199999995, -8.78459681, 1.5000023188183595) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0001" ( + prepend references = @./Meshes/window_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.20702098, -9.13395195, 1.4999995209379167) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0002" ( + prepend references = @./Meshes/window_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.1242298099999999, -8.45563347, 1.741499520937917) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0003" ( + prepend references = @./Meshes/window_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.93673292, 3.65575761, 1.4999995209379167) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0004" ( + prepend references = @./Meshes/window_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.93164794, 2.91506914, 1.4999995209379167) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0005" ( + prepend references = @./Meshes/window_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.08366993, -7.68418761, 1.2414995009379166) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "door_0000" ( + prepend references = @./Meshes/door_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.01164856, 0.7976924200000001, 1.0497494909379166) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0000" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0001" ( + prepend references = @./Meshes/door_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.51919989, -3.31447407, 1.2459994924379167) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0001" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0002" ( + prepend references = @./Meshes/door_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.25073953, -2.09530114, 1.2539994914379167) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0002" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0003" ( + prepend references = @./Meshes/door_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.87205695, -1.23446775, 1.067999483937917) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0003" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0004" ( + prepend references = @./Meshes/door_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.83649921, -2.61355098, 1.067999483937917) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0004" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + } + + def Scope "ceiling" + { + def Xform "ceiling_0000" ( + prepend references = @./Meshes/ceiling_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.1316484, 0.1795086, 0.9331268) + double3 xformOp:translate = (-5.923945150541331, -2.0440496244422093, 2.6605499025443016) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0001" ( + prepend references = @./Meshes/ceiling_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.1316484, 0.093429044, 0.9331268) + double3 xformOp:translate = (-6.104241781400706, -1.0193444358048953, 2.6605499025443016) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0002" ( + prepend references = @./Meshes/ceiling_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.6190646, 1.4247985, 0.44039965) + double3 xformOp:translate = (-2.410210876464844, -4.727093200683594, 2.700911030692051) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0003" ( + prepend references = @./Meshes/ceiling_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.6190646, 1.4247985, 0.44039965) + double3 xformOp:translate = (-4.347876892089844, -1.9153673659942283, 2.6009098781549307) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0004" ( + prepend references = @./Meshes/ceiling_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.6190646, 1.4247985, 0.44039965) + double3 xformOp:translate = (-4.347876892089844, -7.5264378532898935, 2.600909768062999) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0005" ( + prepend references = @./Meshes/ceiling_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.6190646, 1.4247985, 0.44039965) + double3 xformOp:translate = (-1.59694580078125, -1.828326417306634, 2.600909768062999) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0006" ( + prepend references = @./Meshes/ceiling_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.6190646, 1.4247985, 0.44039965) + double3 xformOp:translate = (-4.411783142089844, -4.726277711414795, 2.6009098955158456) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0007" ( + prepend references = @./Meshes/ceiling_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.6190646, 1.4247985, 0.44039965) + double3 xformOp:translate = (-2.6478564453125, -4.683545166539914, 2.7506458817214625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0008" ( + prepend references = @./Meshes/ceiling_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.6190646, 1.4247985, 0.44039965) + double3 xformOp:translate = (-2.5077687072753907, -7.62128620016627, 2.6009098188034545) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0009" ( + prepend references = @./Meshes/ceiling_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.6190646, 1.4247985, 0.44039965) + double3 xformOp:translate = (-3.4294699096679686, -7.621286238894887, 2.600909812903444) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0010" ( + prepend references = @./Meshes/ceiling_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.6190646, 1.4247985, 0.44039965) + double3 xformOp:translate = (-1.59694580078125, -7.62128630734091, 2.60090973803883) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0011" ( + prepend references = @./Meshes/ceiling_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.6190646, 1.4247985, 0.44039965) + double3 xformOp:translate = (-3.4294699096679686, -1.8283264905781522, 2.600909842953862) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0012" ( + prepend references = @./Meshes/ceiling_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.6190646, 1.4247985, 0.44039965) + double3 xformOp:translate = (-1.3200691223144532, -5.816221504595707, 2.7506458376479404) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0013" ( + prepend references = @./Meshes/ceiling_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.6190646, 1.4247985, 0.44039965) + double3 xformOp:translate = (-1.3200691223144532, -3.5279808057343685, 2.7506457231722807) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0014" ( + prepend references = @./Meshes/ceiling_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.6190646, 1.4247985, 0.44039965) + double3 xformOp:translate = (-1.8248962402343751, -4.683544938262563, 2.7506458684915307) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0015" ( + prepend references = @./Meshes/ceiling_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.6190646, 1.4247985, 0.44039965) + double3 xformOp:translate = (-0.8589278411865234, -4.683545014778248, 2.750645736584897) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0016" ( + prepend references = @./Meshes/ceiling_0016.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.6190646, 1.4247985, 0.44039965) + double3 xformOp:translate = (-3.1089987182617187, -5.816221575252983, 2.750645842057917) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0017" ( + prepend references = @./Meshes/ceiling_0017.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.6190646, 1.4247985, 0.44039965) + double3 xformOp:translate = (-3.1089987182617187, -3.5279805739334495, 2.750645727582258) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0018" ( + prepend references = @./Meshes/ceiling_0018.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.6190646, 1.4247985, 0.44039965) + double3 xformOp:translate = (-3.6138272094726562, -4.683544934439349, 2.750645828827986) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0019" ( + prepend references = @./Meshes/ceiling_0019.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.6190646, 1.4247985, 0.44039965) + double3 xformOp:translate = (-2.5077687072753907, -1.8283264968193078, 2.6009098253139533) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0020" ( + prepend references = @./Meshes/ceiling_0020.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.6072353, 0.7687915, 0.6891629) + double3 xformOp:translate = (-3.409141888283839, 0.1628941514964663, 2.6999997914143288) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0021" ( + prepend references = @./Meshes/ceiling_0021.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.65784967, 0.9917865, 1.0337445) + double3 xformOp:translate = (4.994067285946239, 0.849564942931238, 2.749999534535131) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0022" ( + prepend references = @./Meshes/ceiling_0022.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.65784967, 1.0567365, 1.0337445) + double3 xformOp:translate = (4.994067285946239, -6.168080670788122, 2.7499995345351307) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0023" ( + prepend references = @./Meshes/ceiling_0023.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-6.14148203, 1.1660190000000001, 2.3756868) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0024" ( + prepend references = @./Meshes/ceiling_0024.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (5.61766756, -2.59419852, 2.3756868) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0025" ( + prepend references = @./Meshes/ceiling_0025.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.99406697, -5.88085202, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0026" ( + prepend references = @./Meshes/ceiling_0026.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.99406697, 1.21990901, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0027" ( + prepend references = @./Meshes/ceiling_0027.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.3760578799999998, -3.29199242, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0028" ( + prepend references = @./Meshes/ceiling_0028.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.27759521, -2.73687988, 2.8501001) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "floor" + { + def Xform "floor_0000" ( + prepend references = @./Meshes/floor_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.37605764, -3.2919981000000003, -9.376672096550465e-9) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0001" ( + prepend references = @./Meshes/floor_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-6.14148203, 1.16601906, -9.376672096550465e-9) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0002" ( + prepend references = @./Meshes/floor_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.99406697, -5.88085214, -9.376672096550465e-9) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0003" ( + prepend references = @./Meshes/floor_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.99406697, 1.2199092, -9.376672096550465e-9) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0004" ( + prepend references = @./Meshes/floor_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (5.61766756, -2.59419828, -9.376672096550465e-9) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0005" ( + prepend references = @./Meshes/floor_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.27759521, -2.73687988, -0.3000050906208344) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + + def "Rendering" + { + def "Lights" + { + def DistantLight "DirectionalLight" + { + float angle = 0.5357 + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + color3f color = (1, 1, 1) + float colorTemperature = 6500 + bool enableColorTemperature = 0 + float inputs:angle = 1 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 1989.4366 + bool inputs:normalize = 0 + float inputs:specular = 1 + float intensity = 1989.4366 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DistantLight" + uniform token purpose = "default" + token visibility = "inherited" + bool visibleInPrimaryRay = 0 + quatd xformOp:orient = (0.7969722012493731, 0.5077273049097972, 0.1757949737241377, 0.27594278663899197) + double3 xformOp:scale = (2.5, 2.5, 2.5) + double3 xformOp:translate = (-1.1600000000000001, -3.61, 1.1999999999999995) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def DomeLight "DomeLight" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float guideRadius = 100000 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 1000 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 1 + asset inputs:texture:file = @./limpopo_golf_course_4k.hdr@ + token inputs:texture:format = "latlong" + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DomeLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0, 0, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } +} + diff --git a/kujiale_0025/limpopo_golf_course_4k.hdr b/kujiale_0025/limpopo_golf_course_4k.hdr new file mode 100644 index 0000000000000000000000000000000000000000..69a8064f5ce4ae974f68c4a95a85731b92b82c23 --- /dev/null +++ b/kujiale_0025/limpopo_golf_course_4k.hdr @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d8c4f77cd64dae23dc7cc32665b6bcbc370716d3c99e255bf9359b6225862f36 +size 26179131 diff --git a/kujiale_0025/rooms.json b/kujiale_0025/rooms.json new file mode 100644 index 0000000000000000000000000000000000000000..abeaf97d915cb660290c699ee48f6d7ecc3137c2 --- /dev/null +++ b/kujiale_0025/rooms.json @@ -0,0 +1 @@ +[{"room_type": "living room", "polygon": [[-1.929879150390625, 1.6976922607421876], [-4.8916484375, 1.6976922607421876], [-4.8916484375, -0.62101513671875], [-4.8916484375, -1.253923095703125], [-5.1316484375, -1.253923095703125], [-5.1316484375, -0.74101513671875], [-7.15131591796875, -0.74101513671875], [-7.15131591796875, -2.718240478515625], [-4.69619189453125, -2.718240478515625], [-4.69619189453125, -8.2816875], [-0.12423006439208985, -8.2816875], [-0.12423006439208985, -6.89424951171875], [-0.12423006439208985, -2.47419873046875], [3.2719990234375, -2.47419873046875], [4.3992001953125, -2.47419873046875], [4.3992001953125, -1.373923095703125], [3.2719990234375, -1.373923095703125], [-0.004230062007904053, -1.373923095703125], [-1.929879150390625, -1.373923095703125], [-1.929879150390625, 0.914201171875]]}, {"room_type": "bedroom", "polygon": [[6.033033203125, -8.2816875], [6.59613525390625, -8.2816875], [6.59613525390625, -4.05447412109375], [4.3992001953125, -4.05447412109375], [4.3992001953125, -2.71419873046875], [3.3919990234375, -2.71419873046875], [3.3919990234375, -6.89424951171875], [3.3919990234375, -8.2816875], [4.3810107421875, -8.2816875], [4.3810107421875, -9.047505859375], [6.033033203125, -9.047505859375]]}, {"room_type": "bedroom", "polygon": [[6.59613525390625, 2.833052978515625], [5.74022021484375, 2.833052978515625], [5.74022021484375, 3.573741455078125], [4.13324609375, 3.573741455078125], [4.13324609375, 2.833052978515625], [3.3919990234375, 2.833052978515625], [3.3919990234375, -1.133923095703125], [4.5192001953125, -1.133923095703125], [6.59613525390625, -1.133923095703125]]}, {"room_type": "kitchen", "polygon": [[-7.15131591796875, 2.833052978515625], [-7.15131591796875, -0.50101513671875], [-5.1316484375, -0.50101513671875], [-5.1316484375, 1.8176922607421875], [-5.1316484375, 2.833052978515625]]}, {"room_type": "Bathroom", "polygon": [[6.59613525390625, -1.373923095703125], [4.6392001953125, -1.373923095703125], [4.6392001953125, -2.59419873046875], [4.6392001953125, -3.8144741210937503], [6.59613525390625, -3.8144741210937503]]}] \ No newline at end of file diff --git a/kujiale_0026/.thumbs/256x256/kujiale_0026.usda.png b/kujiale_0026/.thumbs/256x256/kujiale_0026.usda.png new file mode 100644 index 0000000000000000000000000000000000000000..fb8214d548fdfef656ab572e543efd09c2ad92f2 --- /dev/null +++ b/kujiale_0026/.thumbs/256x256/kujiale_0026.usda.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:7066017a08f9cad50a67a45d94fb9b2142feedf987a4db139af3a53e0abc9eca +size 99790 diff --git a/kujiale_0026/Materials/BasicShapeMaterial.mdl b/kujiale_0026/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/kujiale_0026/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0026/Materials/MI_57bd0c5164ba5c36bc1d4291_v1.mdl b/kujiale_0026/Materials/MI_57bd0c5164ba5c36bc1d4291_v1.mdl new file mode 100644 index 0000000000000000000000000000000000000000..bc41cc6db1d8c2f7f3ba8224881338c7dc7f8724 --- /dev/null +++ b/kujiale_0026/Materials/MI_57bd0c5164ba5c36bc1d4291_v1.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_57bd0c5164ba5c36bc1d4291_v1( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0026/Materials/MI_5b544212295a4321112bca22_v1.mdl b/kujiale_0026/Materials/MI_5b544212295a4321112bca22_v1.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b03df1af04564a19e60dd0ac2d35a7dbf399eb26 --- /dev/null +++ b/kujiale_0026/Materials/MI_5b544212295a4321112bca22_v1.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5b544212295a4321112bca22_v1( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0026/Materials/MI_60eff2a97d6a630001f2c545_v1.mdl b/kujiale_0026/Materials/MI_60eff2a97d6a630001f2c545_v1.mdl new file mode 100644 index 0000000000000000000000000000000000000000..c4bcb91da3d2202e16818dcd89733de048b01058 --- /dev/null +++ b/kujiale_0026/Materials/MI_60eff2a97d6a630001f2c545_v1.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_60eff2a97d6a630001f2c545_v1( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0026/Materials/M_BaseMaterial.mdl b/kujiale_0026/Materials/M_BaseMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ed00d16934cd045cadecb7db4bb5dd5ddc8dd3e7 --- /dev/null +++ b/kujiale_0026/Materials/M_BaseMaterial.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0026/Materials/M_BaseMaterial_twosided.mdl b/kujiale_0026/Materials/M_BaseMaterial_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..34a066551136042c8b515bc0777c0e436c62c466 --- /dev/null +++ b/kujiale_0026/Materials/M_BaseMaterial_twosided.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_twosided( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0026/Materials/M_BaseMaterial_v2.mdl b/kujiale_0026/Materials/M_BaseMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..154aecae651add78223e5fe6138f215211f152d3 --- /dev/null +++ b/kujiale_0026/Materials/M_BaseMaterial_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0026/Materials/M_BaseMaterial_v2_twosided.mdl b/kujiale_0026/Materials/M_BaseMaterial_v2_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7d90fc45fb437460e27004b226156b66a976f877 --- /dev/null +++ b/kujiale_0026/Materials/M_BaseMaterial_v2_twosided.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2_twosided( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0026/Materials/M_TranslucentMaterial.mdl b/kujiale_0026/Materials/M_TranslucentMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..0452d78794ea94cb1040fdf3244e688785b52118 --- /dev/null +++ b/kujiale_0026/Materials/M_TranslucentMaterial.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0026/Materials/M_TranslucentMaterial_v2.mdl b/kujiale_0026/Materials/M_TranslucentMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..6cef6519dd94a7d9f305169cecdb1d5512581737 --- /dev/null +++ b/kujiale_0026/Materials/M_TranslucentMaterial_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0026/Materials/OmniUe4Base.mdl b/kujiale_0026/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a441fbaf28040302c7aaabfbcf14b24a85bdf643 --- /dev/null +++ b/kujiale_0026/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/kujiale_0026/Materials/OmniUe4Function.mdl b/kujiale_0026/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..84f4f0da48ff31d03ee611373fe3a4d2e04c9079 --- /dev/null +++ b/kujiale_0026/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/kujiale_0026/Materials/OmniUe4Translucent.mdl b/kujiale_0026/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..483a83004b8f7d5bf820a7905d06ea2d7d5894af --- /dev/null +++ b/kujiale_0026/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/kujiale_0026/Materials/Textures/BlackPlaceholder.png b/kujiale_0026/Materials/Textures/BlackPlaceholder.png new file mode 100644 index 0000000000000000000000000000000000000000..cf498a3f19c07112845752ecd2523a666d8d13b5 --- /dev/null +++ b/kujiale_0026/Materials/Textures/BlackPlaceholder.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid 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0000000000000000000000000000000000000000..1374299f552cc467f093777626b92f4faa277cc4 --- /dev/null +++ b/kujiale_0026/Materials/WorldGridMaterial.mdl @@ -0,0 +1,77 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float Local19 = math::lerp(0.0,0.5,Local12.y); + float Local20 = math::lerp(0.7,1.0,Local9.y); + float Local21 = math::lerp(Local20,1.0,0.0); + float Local22 = (Local21 * 1.0); + float Local23 = (Local19 + Local22); + float Local24 = math::min(math::max(Local23,0.0),1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local18,Local18,Local18); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Local24; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + 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a/kujiale_0026/kujiale_0026.usda b/kujiale_0026/kujiale_0026.usda new file mode 100644 index 0000000000000000000000000000000000000000..9e8be3898d53eaaae0a85f5377256a7ad4cafb58 --- /dev/null +++ b/kujiale_0026/kujiale_0026.usda @@ -0,0 +1,4429 @@ +#usda 1.0 +( + customLayerData = { + dictionary cameraSettings = { + dictionary Front = { + double3 position = (500, 0, 0) + double radius = 5 + } + dictionary Perspective = { + double3 position = (2.0463902589297716, 4.932837430688809, 1.357503555347982) + double3 target = (3.78679060155563, 5.8228730045278665, 1.061268964601164) + } + dictionary Right = { + double3 position = (0, -500, 0) + double radius = 5 + } + dictionary Top = { + double3 position = (0, 0, 500) + double radius = 5 + } + string boundCamera = "/OmniverseKit_Persp" + } + dictionary omni_layer = { + string authoring_layer = "./kujiale_0026.usda" + } + dictionary renderSettings = { + double "rtx:post:tonemap:cm2Factor" = 2896.309326171875 + double "rtx:post:tonemap:exposureTime" = 0.000016666666851961054 + double "rtx:post:tonemap:fNumber" = 2.799999952316284 + double "rtx:reflections:maxRoughness" = 1 + } + } + defaultPrim = "Root" + metersPerUnit = 1 + upAxis = "Z" +) + +def Xform "Root" +{ + def Scope "Meshes" + { + def Scope "kitchen_1480" + { + def Xform "unknown_0000" ( + prepend references = @./Meshes/unknown_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.770491306295797, 5.287087402332024, 0.8462551891371233) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "range_hood_0000" ( + prepend references = @./Meshes/range_hood_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.7805374259264206, 5.226807769699734, 1.8209133779537159) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0000" ( + prepend references = @./Meshes/ornament_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.854786557200029, 6.247671279906942, 0.9743139445327685) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0001" ( + prepend references = @./Meshes/ornament_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.927161782265054, 6.222463167195169, 0.9759012815621487) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0002" ( + prepend references = @./Meshes/ornament_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.9844393272285434, 6.207084635725022, 0.9726040365265713) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0003" ( + prepend references = @./Meshes/ornament_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.9572947144491235, 6.16169202710075, 0.9685230652846076) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0004" ( + prepend references = @./Meshes/ornament_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.9068691592186156, 6.289749130251324, 0.9609861662033666) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0005" ( + prepend references = @./Meshes/ornament_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.97923219967094, 6.300748267179243, 0.9033063943025117) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0006" ( + prepend references = @./Meshes/ornament_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.9642213563883804, 6.278625656120693, 0.9491646315639876) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0007" ( + prepend references = @./Meshes/ornament_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.9767053852072394, 6.22670342684184, 0.9275473329623778) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0008" ( + prepend references = @./Meshes/ornament_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.9863495044618307, 6.16528774356907, 0.9293080446345803) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0009" ( + prepend references = @./Meshes/ornament_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.934375345231599, 6.189435835837551, 0.9311574284622031) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0010" ( + prepend references = @./Meshes/ornament_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.904623633386845, 6.159664734830813, 0.9563951270170817) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0011" ( + prepend references = @./Meshes/ornament_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.88340412425756, 6.222882704737522, 0.9441553723404936) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0012" ( + prepend references = @./Meshes/ornament_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.8576504430694336, 6.2681855559357365, 0.925305803493786) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0013" ( + prepend references = @./Meshes/ornament_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.920169949535179, 6.265543231968568, 0.9141735989760511) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0014" ( + prepend references = @./Meshes/ornament_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.9099119844469734, 6.295207703597344, 0.9104467351054438) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0015" ( + prepend references = @./Meshes/ornament_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.862386858460328, 6.159622541433265, 0.9277063872336434) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0016" ( + prepend references = @./Meshes/ornament_0016.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.855880232808265, 6.2040210652369945, 0.8968405024695609) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0017" ( + prepend references = @./Meshes/ornament_0017.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.872433189389348, 6.155860230445366, 0.8768229944335598) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0018" ( + prepend references = @./Meshes/ornament_0018.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.9729885425653158, 6.245004392626949, 0.8763933884681494) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0019" ( + prepend references = @./Meshes/ornament_0019.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.9848992891256256, 6.185282113071602, 0.8821343848311296) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0020" ( + prepend references = @./Meshes/ornament_0020.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.935821361548822, 6.2230130295853945, 0.8821773564452394) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0021" ( + prepend references = @./Meshes/ornament_0021.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.878271917338162, 6.240064746859473, 0.8728051664455905) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0022" ( + prepend references = @./Meshes/ornament_0022.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.8524321126940118, 6.293659170151368, 0.8750131747367612) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0023" ( + prepend references = @./Meshes/ornament_0023.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.939257821079759, 6.291933481208644, 0.8747497250671618) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0024" ( + prepend references = @./Meshes/ornament_0024.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.9314920654232903, 6.163928058617317, 0.8760403964240884) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0000" ( + prepend references = @./Meshes/storage_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.9183075580585562, 6.228156654357654, 0.9329879648317972) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0001" ( + prepend references = @./Meshes/storage_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.9733976974471523, 6.0820654402731815, 1.3332660176891715) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0002" ( + prepend references = @./Meshes/storage_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.9733976974471523, 6.139614268398182, 1.3332584607737759) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0003" ( + prepend references = @./Meshes/storage_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.979040676116467, 6.202797871704668, 1.3524705464978444) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0004" ( + prepend references = @./Meshes/storage_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.979040676116467, 6.252373067017167, 1.3524705388684497) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0000" ( + prepend references = @./Meshes/other_cooker_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.002964738883567, 5.896311687039746, 1.1851754684777982) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0001" ( + prepend references = @./Meshes/other_cooker_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.03105160605903, 5.969482552528213, 1.1867329008195011) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "knife_0000" ( + prepend references = @./Meshes/knife_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.9676537738674997, 5.785829890694213, 1.220589830597528) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "knife_0001" ( + prepend references = @./Meshes/knife_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.999503918019962, 5.742000281805299, 1.2205896589362029) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "knife_0002" ( + prepend references = @./Meshes/knife_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.9674101553094547, 5.6757459768512435, 1.2289813690182008) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "knife_0003" ( + prepend references = @./Meshes/knife_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.000937659752981, 5.632282183077044, 1.2410141944882316) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "knife_0004" ( + prepend references = @./Meshes/knife_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.9676533646634495, 5.59790009078403, 1.241013404845795) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0000" ( + prepend references = @./Meshes/shelf_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.987616296479036, 5.929922408461774, 1.299877998576446) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "basin_0000" ( + prepend references = @./Meshes/basin_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.195673126223112, 6.147089660632014, 0.7568859636158319) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0000" ( + prepend references = @./Meshes/bathroom_product_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.1767059514661473, 6.249450303314504, 1.0467108709038373) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0008" ( + prepend references = @./Meshes/cabinet_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.84874489, 5.563461067500919, 1.9489995294379165) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "cabinet_0008" + { + token visibility = "inherited" + + over "group_0000" + { + over "mesh_0019" + { + over "SM_Cabinet_0633" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0020" + { + over "SM_Cabinet_0631" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0018" + { + over "SM_Cabinet_0630" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0000" + { + over "SM_Cabinet_0560" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0007" + { + over "SM_Cabinet_0552" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0003" + { + over "SM_Cabinet_0549" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0008" + { + over "SM_Cabinet_0555" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0004" + { + over "SM_Cabinet_0554" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0009" + { + over "SM_Cabinet_0558" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0005" + { + over "SM_Cabinet_0556" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0021" + { + over "SM_Cabinet_0634" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0006" + { + over "SM_Cabinet_0559" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0022" + { + over "SM_Cabinet_0632" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0010" + { + over "SM_Cabinet_0551" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0011" + { + over "SM_Cabinet_0553" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + } + } + } + } + + def Xform "cabinet_0009" ( + prepend references = @./Meshes/cabinet_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.895488060000001, 2.9996308620627556, 0.4999994904379166) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "cabinet_0009" + { + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (0.0010000000474974513, 0.0010000000474974513, 0.0010000000474974513) + double3 xformOp:translate = (0, 0.2565868319846525, -0.03999999910593033) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "group_0000" + { + over "mesh_0003" + { + over "SM_Cabinet_0541" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0005" + { + over "SM_Cabinet_0540" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0001" + { + over "SM_Cabinet_0543" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0004" + { + over "SM_Cabinet_0538" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0000" + { + over "SM_Cabinet_0544" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0007" + { + over "SM_Cabinet_0537" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0006" + { + over "SM_Cabinet_0539" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0002" + { + over "SM_Cabinet_0542" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0033" + { + over "SM_Cabinet_0622" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0035" + { + over "SM_Cabinet_0619" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0028" + { + over "SM_Cabinet_0626" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0034" + { + over "SM_Cabinet_0621" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0030" + { + over "SM_Cabinet_0624" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0029" + { + over "SM_Cabinet_0625" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0019" + { + over "SM_Cabinet_0575" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0021" + { + over "SM_Cabinet_0572" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0014" + { + over "SM_Cabinet_0579" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0020" + { + over "SM_Cabinet_0574" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0016" + { + over "SM_Cabinet_0577" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0015" + { + over "SM_Cabinet_0578" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0017" + { + over "SM_Cabinet_0576" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0018" + { + over "SM_Cabinet_0573" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0031" + { + over "SM_Cabinet_0623" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0032" + { + over "SM_Cabinet_0620" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + } + } + } + } + + def Xform "electric_appliance_0000" ( + prepend references = @./Meshes/electric_appliance_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.95058837890625, 5.37208984375, 2.3276727127557675) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "electric_appliance_0000" + { + over "mesh_0000" + { + over "SM_Clutter_0003_Part_0000_513" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + } + } + } + } + + def Scope "livingroom_595" + { + def Xform "unknown_0001" ( + prepend references = @./Meshes/unknown_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.4556577602812006, -1.8249257531845893, 0.4947532147997468) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0029" ( + prepend references = @./Meshes/ornament_0029.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.4055963096535002, -2.59554650219126, 0.5549120619238086) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0034" ( + prepend references = @./Meshes/ornament_0034.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.0032249146257755, 1.1556877134896855, 1.0742677100148776) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0035" ( + prepend references = @./Meshes/ornament_0035.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.878184614233047, -1.6970253391799077, 0.5886394121019314) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0002" ( + prepend references = @./Meshes/shelf_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.7777135009454059, -3.7686421958134306, 0.5530450108379532) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0003" ( + prepend references = @./Meshes/shelf_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.7777135009454059, -0.8214382163212429, 0.5457525440430315) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0001" ( + prepend references = @./Meshes/vase_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.4119162291121374, -2.5477837096787264, 0.6588508647230051) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0002" ( + prepend references = @./Meshes/vase_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.1097263412475553, 1.092960765814839, 1.0028106804070758) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0001" ( + prepend references = @./Meshes/flower_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.4111050112131274, -2.53364309680693, 0.861272300592272) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0002" ( + prepend references = @./Meshes/flower_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.1092236707960097, 1.0501293716519065, 1.1175371093631747) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0008" ( + prepend references = @./Meshes/plate_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.408228103637631, 1.0929990043787983, 0.9777909881385599) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0004" ( + prepend references = @./Meshes/tablecloth_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.4998628175599715, -2.1598720865358247, 0.27163891742970103) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0002" ( + prepend references = @./Meshes/table_lamp_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.77791503898891, -3.7678265609839885, 1.0388617375072877) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0003" ( + prepend references = @./Meshes/table_lamp_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, 0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.8781541442135194, -0.8206238021949251, 1.0537723574338593) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0003" ( + prepend references = @./Meshes/cabinet_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.857759582723619, -2.2648895582417503, 0.23691032620261454) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0005" ( + prepend references = @./Meshes/cabinet_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.573777832034357, 1.097089370727532, 0.46750094052282776) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0001" ( + prepend references = @./Meshes/throw_pillow_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.0120252111494115, -2.323408874024533, 0.6348114900234354) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0002" ( + prepend references = @./Meshes/throw_pillow_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.0231270888122124, -1.5999255591004515, 0.6411390079189974) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0003" ( + prepend references = @./Meshes/throw_pillow_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.0242624047133246, -2.9360499494150587, 0.6319595439786304) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0004" ( + prepend references = @./Meshes/throw_pillow_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.7763035310302486, -2.9802752344620598, 0.6425725649271287) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0005" ( + prepend references = @./Meshes/throw_pillow_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.7763036378417087, -2.52671883926781, 0.6271265520534101) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0006" ( + prepend references = @./Meshes/throw_pillow_0006.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.7769582549135154, -2.0706946210049146, 0.6409361276595874) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0007" ( + prepend references = @./Meshes/throw_pillow_0007.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.7769582396545717, -1.5957351945537794, 0.6323121611324752) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0000" ( + prepend references = @./Meshes/chandelier_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.4650474090046273, -2.153580550999235, 1.9485910221733314) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "chandelier_0000" + { + over "mesh_0003" + { + over "SM_Clutter_0001_Part_0000_143" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + } + } + + over "Looks" + { + } + } + + def Xform "television_0000" ( + prepend references = @./Meshes/television_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8586001, 0.8586001, 0.8586001) + double3 xformOp:translate = (4.148253542345573, -2.189582289864992, 0.9920607733717681) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "menorah_0000" ( + prepend references = @./Meshes/menorah_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.5561237563256993, -1.7893150036117775, 0.6760087814241995) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "menorah_0001" ( + prepend references = @./Meshes/menorah_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.420327710184036, -1.73751029891827, 0.7602051036670585) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0000" ( + prepend references = @./Meshes/book_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.55557274246292, -2.061899185203541, 0.5318285467247487) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0001" ( + prepend references = @./Meshes/book_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.5545784912153167, -2.0625608444347336, 0.5699701778508819) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0033" ( + prepend references = @./Meshes/book_0033.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.4158032150268554, 1.0606752700725115, 0.9495697781693045) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0034" ( + prepend references = @./Meshes/book_0034.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.8841426239018904, -1.6920222091615948, 0.5265912377447657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0035" ( + prepend references = @./Meshes/book_0035.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.875569713588727, -1.6796626663925904, 0.49396673222368004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0000" ( + prepend references = @./Meshes/table_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.4841237336013426, -2.1750932930423352, 0.24967317962656296) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0001" ( + prepend references = @./Meshes/table_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.780286849947641, -3.731173675363334, 0.2620752105697045) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0002" ( + prepend references = @./Meshes/table_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.8453016509730316, -0.7839721372773967, 0.2620752105697045) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0001" ( + prepend references = @./Meshes/picture_frame_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.7037274398124596, 1.1108397615995298, 1.0213640119444716) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0002" ( + prepend references = @./Meshes/picture_frame_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.5890913085937428, 1.2737072753906251, 1.2135089513871269) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0003" ( + prepend references = @./Meshes/picture_frame_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.3863768234252911, 1.2312609653472897, 1.120260805329991) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0000" ( + prepend references = @./Meshes/cup_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.4089223118536347, 1.0969908923878855, 0.999970362685814) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spoon_0000" ( + prepend references = @./Meshes/spoon_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.436312808990414, 1.1031471099742942, 1.0104377098180006) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0000" ( + prepend references = @./Meshes/sofa_0000.usd@ + ) + { + quatf xformOp:orient = (0.11629562, -0, 0, 0.99321467) + float3 xformOp:scale = (0.9999477, 0.9999477, 1) + double3 xformOp:translate = (2.4961274898210473, -3.709123466563219, 0.4801551209925809) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0001" ( + prepend references = @./Meshes/sofa_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.9793953541477257, -2.2727786261691763, 0.4741295471336501) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0000" ( + prepend references = @./Meshes/curtain_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.9013, 0.5678, 0.99530005) + double3 xformOp:translate = (2.3473558609808243, -4.325983476722871, 1.3537348819306132) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0000" ( + prepend references = @./Meshes/spot_light_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.68, 0.56, 2.7066181246439096) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "studyroom_1561" + { + def Xform "unknown_0002" ( + prepend references = @./Meshes/unknown_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.597281908039305, 5.20456103036322, 0.07803652401896366) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "unknown_0004" ( + prepend references = @./Meshes/unknown_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (7.013695754047198, 5.204627696489519, 0.07803652401896366) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0031" ( + prepend references = @./Meshes/ornament_0031.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.851304037296778, 1.7470419673911273, 1.692784507753067) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0032" ( + prepend references = @./Meshes/ornament_0032.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.984868691997697, 1.784541324840583, 1.30722458340611) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0033" ( + prepend references = @./Meshes/ornament_0033.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (5.823481086171029, 1.7486439361562827, 1.3154001733499427) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0005" ( + prepend references = @./Meshes/storage_0005.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.5113818359375, 1.724825439453125, 1.643653055391034) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0006" ( + prepend references = @./Meshes/storage_0006.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.35685546875, 1.724825439453125, 1.643653055391034) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0007" ( + prepend references = @./Meshes/storage_0007.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (5.889296875, 1.724825439453125, 1.643653055391034) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0008" ( + prepend references = @./Meshes/storage_0008.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.395200205174255, 1.746287391662591, 1.3615538406372236) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0009" ( + prepend references = @./Meshes/storage_0009.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.911278665722639, 1.7485974006652831, 0.985298469543457) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0004" ( + prepend references = @./Meshes/chair_0004.usd@ + ) + { + quatf xformOp:orient = (0.42774093, -0, 0, 0.9039014) + float3 xformOp:scale = (1.0000378, 1.0000378, 1) + double3 xformOp:translate = (6.111978770846123, 2.9212842943660453, 0.3838614358111762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0000" ( + prepend references = @./Meshes/painting_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.361843267177368, 4.3572265625, 0.9899205930884531) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0003" ( + prepend references = @./Meshes/painting_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.63080007, 0.63080007, 0.63080007) + double3 xformOp:translate = (7.298930660753822, 4.4574121093749985, 1.9829257042742354) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0004" ( + prepend references = @./Meshes/painting_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.63080007, 0.63080007, 0.63080007) + double3 xformOp:translate = (7.298378707428534, 4.457563476562448, 1.3283343895647417) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0005" ( + prepend references = @./Meshes/painting_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.63080007, 0.63080007, 0.63080007) + double3 xformOp:translate = (7.297671609219513, 3.914741210933788, 1.6751278719622253) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0006" ( + prepend references = @./Meshes/painting_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.63080007, 0.63080007, 0.63080007) + double3 xformOp:translate = (7.296552740691567, 3.4317993164062517, 2.070950611430608) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0007" ( + prepend references = @./Meshes/painting_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.63080007, 0.63080007, 0.63080007) + double3 xformOp:translate = (7.296552740691567, 3.4317993164062517, 1.697041920024358) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0008" ( + prepend references = @./Meshes/painting_0008.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.63080007, 0.63080007, 0.63080007) + double3 xformOp:translate = (7.298334257799247, 3.4321191406235125, 1.2351486370239015) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0009" ( + prepend references = @./Meshes/painting_0009.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.63080007, 0.63080007, 0.63080007) + double3 xformOp:translate = (7.298336002074107, 2.793947753905227, 1.3074776677263809) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0010" ( + prepend references = @./Meshes/painting_0010.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.63080007, 0.63080007, 0.63080007) + double3 xformOp:translate = (7.296552747008134, 3.0607690429687535, 1.7661800988054857) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0011" ( + prepend references = @./Meshes/painting_0011.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.63080007, 0.63080007, 0.63080007) + double3 xformOp:translate = (7.298369935716282, 2.9965063476551617, 2.070606604155237) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0012" ( + prepend references = @./Meshes/painting_0012.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.63080007, 0.63080007, 0.63080007) + double3 xformOp:translate = (7.2916796875, 2.58432861328125, 1.9869833214617354) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "desk_0000" ( + prepend references = @./Meshes/desk_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.931408294770103, 2.932912430084099, 0.3746917593085845) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "clock_0002" ( + prepend references = @./Meshes/clock_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.420157706408693, 1.7883769626496544, 0.9933381271818706) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0004" ( + prepend references = @./Meshes/cabinet_0004.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.431014071914651, 1.7689875488358848, 0.9939628294618572) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "throw_pillow_0000" ( + prepend references = @./Meshes/throw_pillow_0000.usd@ + ) + { + quatf xformOp:orient = (0.42774093, -0, 0, 0.9039014) + float3 xformOp:scale = (1.0000378, 1.0000378, 1) + double3 xformOp:translate = (6.115869824463306, 2.917453466676785, 0.48771187806557964) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0001" ( + prepend references = @./Meshes/chandelier_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.7954895172188445, 3.4900466079522774, 2.1762257950281327) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0005" ( + prepend references = @./Meshes/pillow_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.5155928517777255, 4.682091056791026, 0.5389357471292809) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0006" ( + prepend references = @./Meshes/pillow_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.717894323249511, 4.682693315473277, 0.5531722965067224) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0007" ( + prepend references = @./Meshes/pillow_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.946273672004394, 4.2611605167061875, 0.608859346372445) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0008" ( + prepend references = @./Meshes/pillow_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.387751180549316, 4.300550050702769, 0.6139755458658532) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0001" ( + prepend references = @./Meshes/bed_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.4675, 1, 1) + double3 xformOp:translate = (5.796982421875, 4.47208984375, 0.176516695245185) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0002" ( + prepend references = @./Meshes/bed_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, -0.70710677) + float3 xformOp:scale = (1.2, 1.61, 1) + double3 xformOp:translate = (5.776872280096771, 4.454987808668445, 0.4189739307786782) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0002" ( + prepend references = @./Meshes/book_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (7.062317448601065, 1.7609295845032196, 1.7039732627875726) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0003" ( + prepend references = @./Meshes/book_0003.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (7.0108817661054506, 1.7778006629944085, 1.7092048530578907) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0004" ( + prepend references = @./Meshes/book_0004.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.980372131029736, 1.7713108367920074, 1.7178354873700123) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0005" ( + prepend references = @./Meshes/book_0005.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.94754602991626, 1.773505607605013, 1.70285061264275) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0006" ( + prepend references = @./Meshes/book_0006.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.017591167106055, 1.7614191741943466, 1.3256729640575808) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0007" ( + prepend references = @./Meshes/book_0007.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (5.970276007048658, 1.7769385375976754, 1.330484628638256) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0008" ( + prepend references = @./Meshes/book_0008.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (5.942212488952971, 1.7709679946899592, 1.338430242503379) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0009" ( + prepend references = @./Meshes/book_0009.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (5.912013525202367, 1.772988471984866, 1.3245492457960522) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0010" ( + prepend references = @./Meshes/book_0010.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (5.76300534459565, 1.7554096641541, 0.9827504119838968) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0011" ( + prepend references = @./Meshes/book_0011.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (5.800743553363893, 1.7545719718935535, 1.0005790901151048) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0012" ( + prepend references = @./Meshes/book_0012.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (5.83611337247124, 1.7403995208740286, 1.030506851195438) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0013" ( + prepend references = @./Meshes/book_0013.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (5.868487633574903, 1.7422330551148246, 1.0297926330565246) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0014" ( + prepend references = @./Meshes/book_0014.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (5.893794967236928, 1.7455008049011278, 1.0311497594982137) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0015" ( + prepend references = @./Meshes/book_0015.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (5.910023768117505, 1.7818379364013788, 0.9830141393754837) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0016" ( + prepend references = @./Meshes/book_0016.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (5.943170121326861, 1.777715641021795, 0.9921916809077744) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0017" ( + prepend references = @./Meshes/book_0017.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (5.98526846469898, 1.7422050704956127, 1.0100042457569287) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0018" ( + prepend references = @./Meshes/book_0018.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.009015665787983, 1.7429928474427496, 1.0142637252811957) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0019" ( + prepend references = @./Meshes/book_0019.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.04294795274712, 1.7491111335755458, 1.0218896713256114) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0020" ( + prepend references = @./Meshes/book_0020.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.109761001058586, 1.7465432853699687, 1.0298533783008714) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0021" ( + prepend references = @./Meshes/book_0021.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.749371396750295, 1.7480806369832727, 0.9788640365582019) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0022" ( + prepend references = @./Meshes/book_0022.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.814626116595136, 1.7480803356221841, 0.9789593544001985) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0023" ( + prepend references = @./Meshes/book_0023.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.8798755542263725, 1.7480803566030196, 0.9788809280379458) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0024" ( + prepend references = @./Meshes/book_0024.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.945129842640878, 1.7477362728119723, 0.9820771293630239) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0025" ( + prepend references = @./Meshes/book_0025.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (7.007537611599938, 1.7477362880700706, 0.982077919005315) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0026" ( + prepend references = @./Meshes/book_0026.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (7.072792361019309, 1.747735761642095, 0.9820769882192322) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0027" ( + prepend references = @./Meshes/book_0027.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.573080120296891, 1.7453394203179862, 1.3580971412661453) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0028" ( + prepend references = @./Meshes/book_0028.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.501210429630322, 1.745338768004762, 1.358082019805941) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0029" ( + prepend references = @./Meshes/book_0029.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.432480128530168, 1.7453393478393553, 1.358081790924138) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0030" ( + prepend references = @./Meshes/book_0030.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.363568301685876, 1.7457181968726863, 1.3579468154906869) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0031" ( + prepend references = @./Meshes/book_0031.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.288739500896187, 1.745718475347428, 1.3547178115861795) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0032" ( + prepend references = @./Meshes/book_0032.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.216869849676641, 1.745718475347428, 1.354558082579893) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0000" ( + prepend references = @./Meshes/picture_frame_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.980771970605376, 1.6829641399103463, 1.3355260946366467) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "office_supply_0000" ( + prepend references = @./Meshes/office_supply_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.456280668711275, 1.7099811458570287, 1.6994739646909998) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "office_supply_0001" ( + prepend references = @./Meshes/office_supply_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (5.834198754042635, 1.7647009258252622, 1.699489889344974) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "office_supply_0002" ( + prepend references = @./Meshes/office_supply_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (5.8341964246001385, 1.7368609790784635, 1.6994820213317448) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "office_supply_0003" ( + prepend references = @./Meshes/office_supply_0003.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (5.891511884957911, 1.76521160840816, 1.6980081464847623) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "office_supply_0004" ( + prepend references = @./Meshes/office_supply_0004.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (5.868068430811227, 1.709981216428929, 1.6994833412170183) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "office_supply_0005" ( + prepend references = @./Meshes/office_supply_0005.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (5.834196282837402, 1.7099811863881877, 1.6994739723203944) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "office_supply_0006" ( + prepend references = @./Meshes/office_supply_0006.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (5.834196269893847, 1.6831012334806243, 1.699482025146442) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "office_supply_0007" ( + prepend references = @./Meshes/office_supply_0007.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (5.8680683919805645, 1.6831012134534635, 1.6994739723203944) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "office_supply_0008" ( + prepend references = @./Meshes/office_supply_0008.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (5.895883334629245, 1.7377533435806718, 1.6979028455815461) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "office_supply_0009" ( + prepend references = @./Meshes/office_supply_0009.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (5.911361129317369, 1.7099805068952088, 1.6992428724378834) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "office_supply_0010" ( + prepend references = @./Meshes/office_supply_0010.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (5.918036191643235, 1.6831007342320938, 1.6988042242138912) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "office_supply_0011" ( + prepend references = @./Meshes/office_supply_0011.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.490152628695385, 1.709981106279544, 1.6994739723203944) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "office_supply_0012" ( + prepend references = @./Meshes/office_supply_0012.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.45628341173115, 1.6831005444509024, 1.6994739646909998) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "office_supply_0013" ( + prepend references = @./Meshes/office_supply_0013.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.5221929776275065, 1.683101184366378, 1.6964767782293562) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "office_supply_0014" ( + prepend references = @./Meshes/office_supply_0014.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.300267645247577, 1.7024347319587603, 1.7027018699645333) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "office_supply_0015" ( + prepend references = @./Meshes/office_supply_0015.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.3002676058005544, 1.678710276602161, 1.7027018699645333) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "office_supply_0016" ( + prepend references = @./Meshes/office_supply_0016.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.300265391503562, 1.7589525966628639, 1.702174724578849) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "office_supply_0017" ( + prepend references = @./Meshes/office_supply_0017.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.300267476365012, 1.7261592974647446, 1.702701911926204) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "office_supply_0018" ( + prepend references = @./Meshes/office_supply_0018.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.368212481737942, 1.7269474520670256, 1.7024634840101551) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "office_supply_0019" ( + prepend references = @./Meshes/office_supply_0019.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.368374141104181, 1.7024342226966493, 1.702464784821942) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "office_supply_0020" ( + prepend references = @./Meshes/office_supply_0020.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.365290164871571, 1.7507313265784852, 1.7026092474075791) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "office_supply_0021" ( + prepend references = @./Meshes/office_supply_0021.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.330159689272201, 1.7580944032653412, 1.7022769605730406) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "office_supply_0022" ( + prepend references = @./Meshes/office_supply_0022.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.393634929648374, 1.7177810220702778, 1.7026115095230914) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "office_supply_0023" ( + prepend references = @./Meshes/office_supply_0023.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.374263504513321, 1.6787099170669202, 1.702031263551242) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "office_supply_0024" ( + prepend references = @./Meshes/office_supply_0024.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.330160132151337, 1.7024346318229555, 1.7027018814086254) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "office_supply_0025" ( + prepend references = @./Meshes/office_supply_0025.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.330159951557938, 1.7261591973289399, 1.7027023658751852) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "office_supply_0026" ( + prepend references = @./Meshes/office_supply_0026.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.330160093937035, 1.6787101764663563, 1.7027019195555986) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "office_supply_0027" ( + prepend references = @./Meshes/office_supply_0027.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2926, 1, 1) + double3 xformOp:translate = (6.40321013459715, 1.6961556191433063, 1.7018761482234939) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "office_supply_0028" ( + prepend references = @./Meshes/office_supply_0028.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.959156257498255, 2.9468205666609975, 0.8677149258651428) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0002" ( + prepend references = @./Meshes/curtain_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 0.7) + double3 xformOp:translate = (5.7906970093227645, 5.103152368479336, 1.4039796024160685) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "balcony_463" + { + def Xform "unknown_0003" ( + prepend references = @./Meshes/unknown_0003.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (7.0136946544606955, 5.47961865713678, 0.07803652401896365) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "unknown_0005" ( + prepend references = @./Meshes/unknown_0005.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.597280808452801, 5.4795519910104815, 0.07803652401896365) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "diningroom_86628439" + { + def Xform "ornament_0025" ( + prepend references = @./Meshes/ornament_0025.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.856841709362649, 3.066331794605066, 0.8414202376910318) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0026" ( + prepend references = @./Meshes/ornament_0026.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.8568415181422195, 3.521296927971761, 0.8414207488643111) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0027" ( + prepend references = @./Meshes/ornament_0027.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.947445099102594, 3.0663319853400286, 0.8414202786990281) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0028" ( + prepend references = @./Meshes/ornament_0028.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.9474445340418716, 3.521296950859942, 0.8414207193004068) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0000" ( + prepend references = @./Meshes/chair_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.793275618371743, 3.9229718378418377, 0.4883129993956337) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0001" ( + prepend references = @./Meshes/chair_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.0283064563971287, 3.922974073270442, 0.488030803346384) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0002" ( + prepend references = @./Meshes/chair_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.028306992557225, 2.6554043498167013, 0.4880785786159553) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0003" ( + prepend references = @./Meshes/chair_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.7932776193676423, 2.6554053874467987, 0.48797188916124506) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0000" ( + prepend references = @./Meshes/wine_set_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.0693383979797506, 3.363395944595341, 0.9374776250928202) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0001" ( + prepend references = @./Meshes/wine_set_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.0693383789062687, 3.22423088645935, 0.937477564057663) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0002" ( + prepend references = @./Meshes/wine_set_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.1436840820312444, 3.2366284389495856, 0.9186612548842096) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0003" ( + prepend references = @./Meshes/wine_set_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.143684082031248, 3.351000986099243, 0.9187138061545239) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0004" ( + prepend references = @./Meshes/wine_set_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.978735363006611, 3.3633959255218526, 0.9374777547925291) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0005" ( + prepend references = @./Meshes/wine_set_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.053083496093747, 3.351000986099243, 0.9186403884898556) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0006" ( + prepend references = @./Meshes/wine_set_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.978735351562527, 3.224230855941771, 0.937477834901173) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0007" ( + prepend references = @./Meshes/wine_set_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.053083496093745, 3.2366259975433356, 0.9187106742880221) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0000" ( + prepend references = @./Meshes/vase_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.4457222862219, 3.2961356124454375, 0.9079106674204601) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0000" ( + prepend references = @./Meshes/flower_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.4308730605634556, 3.338876709698115, 1.118314330558451) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "dining_table_0000" ( + prepend references = @./Meshes/dining_table_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.4138534240818412, 3.3036637880325985, 0.40673672485072304) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0000" ( + prepend references = @./Meshes/plate_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.90196533203125, 3.06459716796875, 0.8361722726843972) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0001" ( + prepend references = @./Meshes/plate_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.9925683670043948, 3.0645971679687523, 0.8361003251087096) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0002" ( + prepend references = @./Meshes/plate_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.901965362548829, 3.523032226562508, 0.8361047768604849) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0003" ( + prepend references = @./Meshes/plate_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.9019653396606446, 3.5230517578125022, 0.8242157363891883) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0004" ( + prepend references = @./Meshes/plate_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.992568359375, 3.0645751953125, 0.8241975173947761) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0005" ( + prepend references = @./Meshes/plate_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.992568359375, 3.5230322265625, 0.8360970439921751) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0006" ( + prepend references = @./Meshes/plate_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.992568382263184, 3.5230517578125062, 0.8242178368569014) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0007" ( + prepend references = @./Meshes/plate_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.901965354919434, 3.064575195312506, 0.8242402734760407) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0000" ( + prepend references = @./Meshes/tablecloth_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.9024919010806314, 3.1255627631833813, 0.8492338535416397) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0001" ( + prepend references = @./Meshes/tablecloth_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.90249103004659, 3.4620652693997562, 0.8492349996560918) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0002" ( + prepend references = @./Meshes/tablecloth_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.9930941088889003, 3.4620647200833554, 0.8492189023102297) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0003" ( + prepend references = @./Meshes/tablecloth_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.9930949284243678, 3.1255628146817953, 0.8492395503152539) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0000" ( + prepend references = @./Meshes/chopstick_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.900612312440758, 3.14209652842748, 0.8544544961445233) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0001" ( + prepend references = @./Meshes/chopstick_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.9006117171162566, 3.4455325364168186, 0.8544546949863125) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0002" ( + prepend references = @./Meshes/chopstick_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.9912167893695796, 3.1420960582657704, 0.8544544730179208) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0003" ( + prepend references = @./Meshes/chopstick_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.9912165602558134, 3.4455328463608095, 0.8544546501636189) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0001" ( + prepend references = @./Meshes/painting_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.1481298828125, 3.68940673828125, 1.4075251257035342) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0002" ( + prepend references = @./Meshes/painting_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.1481298828125, 2.9147509765625, 1.4075251257035342) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0001" ( + prepend references = @./Meshes/ceiling_light_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3, 2.7, 2.719869102478027) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0007" ( + prepend references = @./Meshes/doorsill_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.4750322799999998, 1.56208987, 0.0049949093791656195) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bathroom_1244" + { + def Xform "ornament_0030" ( + prepend references = @./Meshes/ornament_0030.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (7.170751613601289, 1.1172313839389738, 0.18964600384611524) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0001" ( + prepend references = @./Meshes/shelf_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (-1.0129, 1, 1) + double3 xformOp:translate = (7.2950137815575795, 0.17738242632201306, 1.0617764730453634) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "basin_0001" ( + prepend references = @./Meshes/basin_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.962096786500437, 1.0112646178166573, 0.7705169236778087) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0001" ( + prepend references = @./Meshes/bathroom_product_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (-1.0129, 1, 1) + double3 xformOp:translate = (7.344405226880645, 0.5120514273918958, 1.1999996130071506) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0002" ( + prepend references = @./Meshes/bathroom_product_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.504137485494281, 1.2805458443714335, 0.6563926050221729) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0003" ( + prepend references = @./Meshes/bathroom_product_0003.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (7.828732566628783, 0.015114120444548008, 0.8362141811679512) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0006" ( + prepend references = @./Meshes/cabinet_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.966355422889493, 1.240078838089066, 1.534153778068528) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0007" ( + prepend references = @./Meshes/cabinet_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.962031295997921, 1.021548827023962, 0.4650903570690255) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "closestool_0000" ( + prepend references = @./Meshes/closestool_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.809137302510755, 0.9649163015728343, 0.26032207721572415) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0000" ( + prepend references = @./Meshes/daily_equipment_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (-1.0129, 1, 1) + double3 xformOp:translate = (7.268923889108792, 0.17272253586982714, 0.88578453064349) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0001" ( + prepend references = @./Meshes/daily_equipment_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.506588151926689, 1.249658950805748, 0.5742482721387511) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0000" ( + prepend references = @./Meshes/ceiling_light_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.656103515625, 0.26355743408203125, 2.3139990166066124) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "water_tap_0000" ( + prepend references = @./Meshes/water_tap_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.97, 1.2, 0.9199994909379167) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "wall" + { + def Xform "wall_0000" ( + prepend references = @./Meshes/wall_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (-0.902, 1, 1.04) + double3 xformOp:translate = (7.973057087954822, -2.724317305134042, 1.2222280447837717) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0001" ( + prepend references = @./Meshes/wall_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.0805, 1, 1.1299) + double3 xformOp:translate = (4.150488192558269, -2.2751416675116625, 1.2999992043151791) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0002" ( + prepend references = @./Meshes/wall_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.23448502, 3.10215004, 1.3999949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0003" ( + prepend references = @./Meshes/wall_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.52549004, 6.54208984, 1.3999949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "wall_0003" + { + over "mesh_0000" + { + over "SM_Wall_Merged_0001" + { + over "Section2" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + } + } + } + } + + def Xform "wall_0004" ( + prepend references = @./Meshes/wall_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.22548508, -5.367910000000001, 1.3999949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0005" ( + prepend references = @./Meshes/wall_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (5.795490109999999, 5.3330899, 1.3999949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0006" ( + prepend references = @./Meshes/wall_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.62548996, 4.05208992, 1.3999949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "wall_0006" + { + over "mesh_0000" + { + over "SM_Wall_Merged_0004" + { + over "Section4" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + } + } + } + } + + def Xform "wall_0007" ( + prepend references = @./Meshes/wall_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (8.42260986, 0.51209, 1.3999949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "wall_0007" + { + over "mesh_0000" + { + over "SM_Wall_Merged_0005" + { + over "Section1" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + } + } + } + } + + def Xform "wall_0008" ( + prepend references = @./Meshes/wall_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (5.391110230000001, 0.54203053, 1.3999949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "wall_0008" + { + over "mesh_0000" + { + over "SM_Wall_Merged_0006" + { + over "Section1" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + } + } + } + } + + def Xform "wall_0009" ( + prepend references = @./Meshes/wall_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.37404893, 1.4510900100000002, 1.3999949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "wall_0009" + { + over "mesh_0000" + { + over "SM_Wall_Merged_0007" + { + over "Section5" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + } + } + } + } + + def Xform "wall_0010" ( + prepend references = @./Meshes/wall_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.28548956, -4.55790985, 1.3999949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0011" ( + prepend references = @./Meshes/wall_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.9254890100000001, -5.85791016, 1.3999949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0012" ( + prepend references = @./Meshes/wall_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.325488, -2.10791008, 1.3999949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0013" ( + prepend references = @./Meshes/wall_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.62548902, -5.65791016, 1.3999949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0014" ( + prepend references = @./Meshes/wall_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (8.33404999, -0.41791, 1.3999949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0015" ( + prepend references = @./Meshes/wall_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (6.2054901099999995, -2.48790993, 1.3999949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "wall_0015" + { + over "mesh_0000" + { + over "SM_Wall_Merged_0013" + { + over "Section8" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + + over "Section7" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + } + } + } + } + + def Xform "wall_0016" ( + prepend references = @./Meshes/wall_0016.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.89555008, 4.6420901500000005, 1.3999949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "wall_0016" + { + over "mesh_0000" + { + over "SM_Wall_Merged_0014" + { + over "Section1" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + } + } + } + } + + def Xform "wall_0017" ( + prepend references = @./Meshes/wall_0017.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.17449005, 5.59209, 1.3999949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "wall_0017" + { + over "mesh_0000" + { + over "SM_Wall_Merged_0015" + { + over "Section2" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + } + } + } + } + + def Xform "wall_0018" ( + prepend references = @./Meshes/wall_0018.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (7.416490169999999, 4.05208992, 1.3999949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0019" ( + prepend references = @./Meshes/wall_0019.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.22548508, -2.42784996, 1.3999949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0020" ( + prepend references = @./Meshes/wall_0020.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.57548904, -6.0579101600000005, 1.3999949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0021" ( + prepend references = @./Meshes/wall_0021.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (8.08763, -4.48251999, 1.3999949093791657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bedroom_1137" + { + def Xform "table_lamp_0000" ( + prepend references = @./Meshes/table_lamp_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1614, 1.1614, 1.1614) + double3 xformOp:translate = (7.638266274051398, -1.2168331264704393, 0.860931497267917) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0001" ( + prepend references = @./Meshes/table_lamp_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1614, 1.1614, 1.1614) + double3 xformOp:translate = (7.657167641238898, -3.813991329595439, 0.8612518940901392) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "clock_0000" ( + prepend references = @./Meshes/clock_0000.usd@ + ) + { + quatf xformOp:orient = (0.6427874, -0, 0, -0.7660446) + float3 xformOp:scale = (1.1614, 1.1614, 1.1614) + double3 xformOp:translate = (7.687035622733778, -1.5101548330716719, 0.7020719360820913) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "clock_0001" ( + prepend references = @./Meshes/clock_0001.usd@ + ) + { + quatf xformOp:orient = (0.21643935, -0, 0, -0.97629607) + float3 xformOp:scale = (1.1614, 1.1614, 1.1614) + double3 xformOp:translate = (7.705936989921278, -4.107315477602922, 0.7020719360820913) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0000" ( + prepend references = @./Meshes/cabinet_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1614, 1.1614, 1.1614) + double3 xformOp:translate = (7.6448358786779185, -1.3579474042007829, 0.30653794184726046) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0001" ( + prepend references = @./Meshes/cabinet_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1614, 1.1614, 1.1614) + double3 xformOp:translate = (7.663737245865418, -3.9551068280289075, 0.30653794184726046) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0002" ( + prepend references = @./Meshes/cabinet_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.2895, 1, 1.1501) + double3 xformOp:translate = (6.704475423109434, -0.7174925995095225, 1.200956022064483) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0002" ( + prepend references = @./Meshes/chandelier_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.175489517218844, -2.600932395953973, 2.3705667419384526) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0000" ( + prepend references = @./Meshes/bedding_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9247, 1, 1) + double3 xformOp:translate = (6.371513005780635, -2.726879255363075, 0.40527505704020184) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0001" ( + prepend references = @./Meshes/bedding_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9247, 1, 1) + double3 xformOp:translate = (6.570060885759727, -2.7483599416870828, 0.4221251699302092) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0000" ( + prepend references = @./Meshes/pillow_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9247, 1, 1) + double3 xformOp:translate = (7.280051644025287, -2.7183797335079873, 0.7666809233936204) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0001" ( + prepend references = @./Meshes/pillow_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9247, 1, 1) + double3 xformOp:translate = (7.447886315379605, -2.334416745687225, 0.7223078557899297) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0002" ( + prepend references = @./Meshes/pillow_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9247, 1, 1) + double3 xformOp:translate = (7.459753800350619, -3.069261852467706, 0.7466351720743812) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0003" ( + prepend references = @./Meshes/pillow_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9247, 1, 1) + double3 xformOp:translate = (7.711095643868458, -3.1280418483886594, 0.7684608633231663) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0004" ( + prepend references = @./Meshes/pillow_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9247, 1, 1) + double3 xformOp:translate = (7.653657891203368, -2.306243694909446, 0.7735029775471911) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0000" ( + prepend references = @./Meshes/bed_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9247, 1, 1) + double3 xformOp:translate = (6.885879019084086, -2.738752992134365, 0.8090318013451135) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0001" ( + prepend references = @./Meshes/television_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071067, -0, 0, 0.7071069) + float3 xformOp:scale = (0.8586, 0.8586, 0.8586) + double3 xformOp:translate = (4.306234854199483, -2.59958229, 1.1420607403931802) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0001" ( + prepend references = @./Meshes/curtain_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.9175, 1, 0.91040003) + double3 xformOp:translate = (6.064064121370056, -4.338787364942812, 1.260979253310088) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "ceiling" + { + def Xform "ceiling_0000" ( + prepend references = @./Meshes/ceiling_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.94790006, 1.3813, 0.5) + double3 xformOp:translate = (2.30470458984375, -1.455313720703125, 2.7227444697762238) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0001" ( + prepend references = @./Meshes/ceiling_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.7672, 0.8811, 1) + double3 xformOp:translate = (5.7959130859375, 3.3307617187500003, 2.6454913809586964) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0002" ( + prepend references = @./Meshes/ceiling_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.6182, 0.753, 0.652) + double3 xformOp:translate = (2.9533642578125, 3.07650390625, 2.699267011245789) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0003" ( + prepend references = @./Meshes/ceiling_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9465, 0.9633, 0.5013) + double3 xformOp:translate = (6.1447265625, -2.35304443359375, 2.7225501341038387) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0004" ( + prepend references = @./Meshes/ceiling_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (5.79548837, 5.94208993, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0005" ( + prepend references = @./Meshes/ceiling_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (5.79548837, 3.39208989, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0006" ( + prepend references = @./Meshes/ceiling_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.95548833, 3.07208989, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0007" ( + prepend references = @./Meshes/ceiling_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (6.145488370000001, -2.42791019, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0008" ( + prepend references = @./Meshes/ceiling_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.27548832, -5.30791024, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0009" ( + prepend references = @./Meshes/ceiling_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.88830082, -1.5579101800000001, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0010" ( + prepend references = @./Meshes/ceiling_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (6.87686241, 0.51208985, 2.35000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0011" ( + prepend references = @./Meshes/ceiling_0011.usd@ + ) + { + token visibility = "inherited" + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.89548832, 5.56208993, 2.35000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0012" ( + prepend references = @./Meshes/ceiling_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.37399888, 0.24214478, 2.85) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "other" + { + def Xform "door_handle_0000" ( + prepend references = @./Meshes/door_handle_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.0934901821615706, -6.018411849972657, 1.5065041143517512) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0000" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0001" ( + prepend references = @./Meshes/door_handle_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.5442396938803205, -5.979412826535158, 1.5065041143517512) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0001" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0002" ( + prepend references = @./Meshes/door_handle_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.6067396938803205, -5.979412826535158, 1.5065041143517512) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0002" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0003" ( + prepend references = @./Meshes/door_handle_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.057489205599071, -6.018411849972657, 1.5065041143517512) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0003" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "doorsill_0000" ( + prepend references = @./Meshes/doorsill_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (5.39111312, 0.10208949, 0.0059949093791656196) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0001" ( + prepend references = @./Meshes/doorsill_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.30548856, -4.55791022, 0.0049949093791656195) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0002" ( + prepend references = @./Meshes/doorsill_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.78548786, 1.44208944, 0.0049949093791656195) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0003" ( + prepend references = @./Meshes/doorsill_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.4982800700000003, 4.64208991, 0.0049949093791656195) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0004" ( + prepend references = @./Meshes/doorsill_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.62548818, 2.3120890800000002, 0.0007949093910865486) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0005" ( + prepend references = @./Meshes/doorsill_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.78548786, -0.35791009, 0.0049949093791656195) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0006" ( + prepend references = @./Meshes/doorsill_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (5.805487879999999, 5.342089919999999, 0.0049949093791656195) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0008" ( + prepend references = @./Meshes/doorsill_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.7845752399999997, 1.44208987, 0.0049949093791656195) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0009" ( + prepend references = @./Meshes/doorsill_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.4750313, 1.44208987, 0.0049949093791656195) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0010" ( + prepend references = @./Meshes/doorsill_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.1654883400000005, 1.44208987, 0.0049949093791656195) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0000" ( + prepend references = @./Meshes/window_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.27718706, -5.27791017, 1.4999995209379167) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0001" ( + prepend references = @./Meshes/window_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.7954883, 6.5916060000000005, 1.4999995209379167) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0002" ( + prepend references = @./Meshes/window_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.0204882699999995, -4.780410160000001, 1.521999520937917) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0003" ( + prepend references = @./Meshes/window_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.79548829, 6.504106, 1.4999995209379167) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0004" ( + prepend references = @./Meshes/window_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.62548828, -5.711856, 1.4999995209379167) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0005" ( + prepend references = @./Meshes/window_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (7.9240498100000005, 1.49160606, 1.5000110163281253) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0006" ( + prepend references = @./Meshes/window_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.5754883200000003, -5.98041025, 1.5004131972269792) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "door_0000" ( + prepend references = @./Meshes/door_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.78548829, -0.38764995999999996, 1.0779994919379168) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0000" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0001" ( + prepend references = @./Meshes/door_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.78548828, 1.4693274500000002, 1.0779994919379168) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0001" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0002" ( + prepend references = @./Meshes/door_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.62548828, 2.31208979, 1.090772570987442) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0002" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0003" ( + prepend references = @./Meshes/door_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.4126414, 0.10208983, 1.067999483937917) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0003" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0004" ( + prepend references = @./Meshes/door_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.30548826, -4.5579101500000005, 1.1997388708207293) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0004" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "physics_constraint_0003" + { + token visibility = "invisible" + } + + over "physics_constraint_0004" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + + over "group_0003" + { + token visibility = "invisible" + } + + over "group_0004" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0005" ( + prepend references = @./Meshes/door_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.4982798500000003, 4.61676954, 1.0704994919379167) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0005" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0006" ( + prepend references = @./Meshes/door_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.80548769, 5.34208984, 1.0497494909379166) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0006" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "physics_constraint_0003" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + + over "group_0003" + { + token visibility = "invisible" + } + } + } + } + } + + def Scope "floor" + { + def Xform "floor_0000" ( + prepend references = @./Meshes/floor_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (5.79548788, 5.94208993, -9.376672096550465e-9) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0001" ( + prepend references = @./Meshes/floor_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.88829936, -1.5579101800000001, -9.376672096550465e-9) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0002" ( + prepend references = @./Meshes/floor_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (6.14548935, -2.42791019, -9.376672096550465e-9) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0003" ( + prepend references = @./Meshes/floor_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (6.8768619200000005, 0.5120903400000001, -9.376672096550465e-9) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0004" ( + prepend references = @./Meshes/floor_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.27548734, -5.30791024, -9.376672096550465e-9) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "floor_0004" + { + over "mesh_0000" + { + over "SM_Floor_0066" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + } + } + + over "Looks" + { + def Material "floor_01" + { + token outputs:mdl:displacement.connect = + token outputs:mdl:surface.connect = + token outputs:mdl:volume.connect = + + def Shader "Shader" + { + uniform token info:implementationSource = "sourceAsset" + uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@ + uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR" + color3f inputs:diffuse_color_constant = (1, 0.99999, 0.99999) + token outputs:out ( + renderType = "material" + ) + } + } + } + } + + def Xform "floor_0005" ( + prepend references = @./Meshes/floor_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (5.79548837, 3.39208989, -9.376672096550465e-9) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0006" ( + prepend references = @./Meshes/floor_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.95548881, 3.07208989, -9.376672096550465e-9) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0007" ( + prepend references = @./Meshes/floor_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.89548881, 5.56208993, -9.376672096550465e-9) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0008" ( + prepend references = @./Meshes/floor_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.37399888, 0.24214478, -0.3000050906208344) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + + def "Rendering" + { + def "Lights" + { + def DistantLight "DirectionalLight" + { + float angle = 0.5357 + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + color3f color = (1, 1, 1) + float colorTemperature = 6500 + bool enableColorTemperature = 0 + float inputs:angle = 1 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 1989.4366 + bool inputs:normalize = 0 + float inputs:specular = 1 + float intensity = 1989.4366 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DistantLight" + uniform token purpose = "default" + token visibility = "inherited" + bool visibleInPrimaryRay = 0 + quatd xformOp:orient = (0.8432421304116019, 0.5372045094127512, 0.010109599608381358, 0.015868855071063566) + double3 xformOp:scale = (2.5, 2.5, 2.5) + double3 xformOp:translate = (2.379241505250477, -0.8728480755672423, 1.362934367127335) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def DomeLight "DomeLight" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float guideRadius = 100000 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 1000 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 1 + asset inputs:texture:file = @./limpopo_golf_course_4k.hdr@ + token inputs:texture:format = "latlong" + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DomeLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0, 0, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def RectLight "RectLight" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float3[] extent = [(-50, -50, -0), (50, 50, 0)] + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 1 + float inputs:height = 1 + float inputs:intensity = 1500 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 0 + asset inputs:texture:file + float inputs:width = 1 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "RectLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (0.7071067811865475, 0.7071067811865476, 0, 0) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.3379922551864816, -4.377316742004671, 1.3398903052817526) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + + def Scope "Looks" + { + } +} + diff --git a/kujiale_0026/limpopo_golf_course_4k.hdr b/kujiale_0026/limpopo_golf_course_4k.hdr new file mode 100644 index 0000000000000000000000000000000000000000..69a8064f5ce4ae974f68c4a95a85731b92b82c23 --- /dev/null +++ b/kujiale_0026/limpopo_golf_course_4k.hdr @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d8c4f77cd64dae23dc7cc32665b6bcbc370716d3c99e255bf9359b6225862f36 +size 26179131 diff --git a/kujiale_0026/rooms.json b/kujiale_0026/rooms.json new file mode 100644 index 0000000000000000000000000000000000000000..eb1ca03ab2e197f501a5437a864808a38d6d1cbb --- /dev/null +++ b/kujiale_0026/rooms.json @@ -0,0 +1 @@ +[{"room_type": "living room", "polygon": [[5.33111328125, 1.32208984375], [4.22548828125, 1.32208984375], [1.62548828125, 1.32208984375], [0.44548828125, 1.32208984375], [0.44548828125, -0.35791015625], [0.44548828125, -4.43791015625], [4.16548828125, -4.43791015625], [4.16548828125, -0.29791015625], [5.33111328125, -0.29791015625]]}, {"room_type": "bedroom", "polygon": [[8.00548828125, -4.43791015625], [8.00548828125, -0.41791015625], [5.39111328125, -0.41791015625], [4.28548828125, -0.41791015625], [4.28548828125, -4.43791015625]]}, {"room_type": "study room", "polygon": [[4.28548828125, 1.56208984375], [5.39111328125, 1.56208984375], [7.30548828125, 1.56208984375], [7.30548828125, 5.22208984375], [4.28548828125, 5.22208984375], [4.28548828125, 4.76208984375]]}, {"room_type": "dining room", "polygon": [[4.16548828125, 4.52208984375], [4.16548828125, 4.58208984375], [1.74548828125, 4.58208984375], [1.74548828125, 1.56208984375], [4.16548828125, 1.56208984375]]}, {"room_type": "bathroom", "polygon": [[8.302611328125, 1.32208984375], [7.42548828125, 1.32208984375], [5.4511132812500005, 1.32208984375], [5.4511132812500005, -0.29791015625], [8.245488281250001, -0.29791015625], [8.302611328125, -0.29791015625]]}, {"room_type": "balcony", "polygon": [[4.10548828125, -4.67791015625], [0.44548828125, -4.67791015625], [0.44548828125, -5.53791015625], [1.04548828125, -5.53791015625], [1.04548828125, -5.93791015625], [4.10548828125, -5.93791015625]]}, {"room_type": "kitchen", "polygon": [[1.74548828125, 6.42208984375], [1.74548828125, 5.34208984375], [1.74548828125, 4.7020898437500005], [4.04548828125, 4.7020898437500005], [4.04548828125, 5.34208984375], [4.04548828125, 6.42208984375]]}, {"room_type": "balcony", "polygon": [[7.30548828125, 5.46208984375], [7.30548828125, 6.42208984375], [4.28548828125, 6.42208984375], [4.28548828125, 5.46208984375]]}] \ No newline at end of file diff --git a/kujiale_0030/.thumbs/256x256/kujiale_0030.usda.png b/kujiale_0030/.thumbs/256x256/kujiale_0030.usda.png new file mode 100644 index 0000000000000000000000000000000000000000..f810859237ee8c729a8f685eb92f9b81064fef2e --- /dev/null +++ b/kujiale_0030/.thumbs/256x256/kujiale_0030.usda.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:451ce3979c14a89635542af30bb6cca47b1b44d7209b5a777751c48c9727bf79 +size 107102 diff --git a/kujiale_0030/Materials/BasicShapeMaterial.mdl b/kujiale_0030/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/kujiale_0030/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0030/Materials/MI_58352aee5b60e1089019fe21_v2.mdl b/kujiale_0030/Materials/MI_58352aee5b60e1089019fe21_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..2e9a086dc99bc4260391c3e944cb93b9dce8e348 --- /dev/null +++ b/kujiale_0030/Materials/MI_58352aee5b60e1089019fe21_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_58352aee5b60e1089019fe21_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0030/Materials/MI_58352aee5b60e1089019fe22_v2.mdl b/kujiale_0030/Materials/MI_58352aee5b60e1089019fe22_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..fbaf3106bf99ef9bc679f9c3c75b5064214844ff --- /dev/null +++ b/kujiale_0030/Materials/MI_58352aee5b60e1089019fe22_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_58352aee5b60e1089019fe22_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0030/Materials/MI_5cd2d37111af432b4c804945_v2.mdl b/kujiale_0030/Materials/MI_5cd2d37111af432b4c804945_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..c4f0e30272282a7fab08cd74862f59fa2b70135a --- /dev/null +++ b/kujiale_0030/Materials/MI_5cd2d37111af432b4c804945_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5cd2d37111af432b4c804945_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0030/Materials/MI_6189248e1a66860001460e96.mdl b/kujiale_0030/Materials/MI_6189248e1a66860001460e96.mdl new file mode 100644 index 0000000000000000000000000000000000000000..22ca51a7cca38d936d53acfc60405d38c3bd64bd --- /dev/null +++ b/kujiale_0030/Materials/MI_6189248e1a66860001460e96.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_6189248e1a66860001460e96( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0030/Materials/MI_PureColorMaterial_6710887.mdl b/kujiale_0030/Materials/MI_PureColorMaterial_6710887.mdl new file mode 100644 index 0000000000000000000000000000000000000000..08a0ac69eea480f804b369899658d2670767a0af --- /dev/null +++ b/kujiale_0030/Materials/MI_PureColorMaterial_6710887.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_PureColorMaterial_6710887( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0030/Materials/M_BaseMaterial.mdl b/kujiale_0030/Materials/M_BaseMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ed00d16934cd045cadecb7db4bb5dd5ddc8dd3e7 --- /dev/null +++ b/kujiale_0030/Materials/M_BaseMaterial.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0030/Materials/M_BaseMaterial_twosided.mdl b/kujiale_0030/Materials/M_BaseMaterial_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..34a066551136042c8b515bc0777c0e436c62c466 --- /dev/null +++ b/kujiale_0030/Materials/M_BaseMaterial_twosided.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_twosided( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0030/Materials/M_BaseMaterial_v2.mdl b/kujiale_0030/Materials/M_BaseMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..154aecae651add78223e5fe6138f215211f152d3 --- /dev/null +++ b/kujiale_0030/Materials/M_BaseMaterial_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0030/Materials/M_BaseMaterial_v2_twosided.mdl b/kujiale_0030/Materials/M_BaseMaterial_v2_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7d90fc45fb437460e27004b226156b66a976f877 --- /dev/null +++ b/kujiale_0030/Materials/M_BaseMaterial_v2_twosided.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2_twosided( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0030/Materials/M_TranslucentMaterial.mdl b/kujiale_0030/Materials/M_TranslucentMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..0452d78794ea94cb1040fdf3244e688785b52118 --- /dev/null +++ b/kujiale_0030/Materials/M_TranslucentMaterial.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0030/Materials/M_TranslucentMaterial_v2.mdl b/kujiale_0030/Materials/M_TranslucentMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..6cef6519dd94a7d9f305169cecdb1d5512581737 --- /dev/null +++ b/kujiale_0030/Materials/M_TranslucentMaterial_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0030/Materials/OmniUe4Base.mdl b/kujiale_0030/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a441fbaf28040302c7aaabfbcf14b24a85bdf643 --- /dev/null +++ b/kujiale_0030/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/kujiale_0030/Materials/OmniUe4Function.mdl b/kujiale_0030/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..84f4f0da48ff31d03ee611373fe3a4d2e04c9079 --- /dev/null +++ b/kujiale_0030/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/kujiale_0030/Materials/OmniUe4Translucent.mdl b/kujiale_0030/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..483a83004b8f7d5bf820a7905d06ea2d7d5894af --- /dev/null +++ b/kujiale_0030/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/kujiale_0030/Materials/Textures/BlackPlaceholder.png b/kujiale_0030/Materials/Textures/BlackPlaceholder.png new file mode 100644 index 0000000000000000000000000000000000000000..cf498a3f19c07112845752ecd2523a666d8d13b5 --- /dev/null +++ b/kujiale_0030/Materials/Textures/BlackPlaceholder.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid 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index 0000000000000000000000000000000000000000..1374299f552cc467f093777626b92f4faa277cc4 --- /dev/null +++ b/kujiale_0030/Materials/WorldGridMaterial.mdl @@ -0,0 +1,77 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float Local19 = math::lerp(0.0,0.5,Local12.y); + float Local20 = math::lerp(0.7,1.0,Local9.y); + float Local21 = math::lerp(Local20,1.0,0.0); + float Local22 = (Local21 * 1.0); + float Local23 = (Local19 + Local22); + float Local24 = math::min(math::max(Local23,0.0),1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local18,Local18,Local18); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Local24; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + 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dictionary cameraSettings = { + dictionary Front = { + double3 position = (500, 0, 0) + double radius = 5 + } + dictionary Perspective = { + double3 position = (1.9485365834287114, -3.323701066680958, 1.376311532437832) + double3 target = (1.8663942026389873, -3.074351768360718, 1.3549285297183646) + } + dictionary Right = { + double3 position = (0, -500, 0) + double radius = 5 + } + dictionary Top = { + double3 position = (0, 0, 500) + double radius = 5 + } + string boundCamera = "/OmniverseKit_Persp" + } + dictionary omni_layer = { + string authoring_layer = "./kujiale_0030.usda" + } + dictionary renderSettings = { + double "rtx:post:tonemap:cm2Factor" = 1448.1546630859375 + double "rtx:post:tonemap:exposureTime" = 0.000016666666851961054 + double "rtx:post:tonemap:fNumber" = 2.799999952316284 + double "rtx:reflections:maxRoughness" = 1 + } + } + defaultPrim = "Root" + metersPerUnit = 1 + upAxis = "Z" +) + +def Xform "Root" +{ + def Scope "Meshes" + { + def Scope "kitchen_3303" + { + def Xform "ornament_0000" ( + prepend references = @./Meshes/ornament_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.220677131653281, -5.238713735592196, 0.9678097774157092) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0001" ( + prepend references = @./Meshes/ornament_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.220679243087995, -5.238716657640449, 0.8967500077051738) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0002" ( + prepend references = @./Meshes/ornament_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.8993031883273797, -5.220883155800043, 0.9182529179760347) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0003" ( + prepend references = @./Meshes/ornament_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.899145591745991, -5.298056091296944, 0.9595483586437369) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0004" ( + prepend references = @./Meshes/ornament_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.0252392749762365, -5.294687299728827, 0.8973009521674806) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0005" ( + prepend references = @./Meshes/ornament_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.03958614349287, -5.215467876435185, 0.8974192383020557) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "range_hood_0000" ( + prepend references = @./Meshes/range_hood_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.9655505676276634, -5.1747516250650465, 1.4379997746592417) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0000" ( + prepend references = @./Meshes/bowl_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.609804630457042, -3.5140928917082803, 0.8695680379820558) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0001" ( + prepend references = @./Meshes/bowl_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.6242473638420085, -3.7835924700186148, 0.9212984466993148) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0002" ( + prepend references = @./Meshes/bowl_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.652968113368745, -3.7844802695959316, 0.9434272726914356) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0000" ( + prepend references = @./Meshes/tray_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.584878990237079, -3.734898924019622, 0.8821491050035558) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0001" ( + prepend references = @./Meshes/tray_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.87462890625001, -5.035771465301514, 0.8441991596243197) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0000" ( + prepend references = @./Meshes/kitchenware_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.632487571724637, -4.967507988122149, 0.9055369127278216) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0001" ( + prepend references = @./Meshes/kitchenware_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.635994606022919, -4.968986503761323, 0.9020331590356119) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0002" ( + prepend references = @./Meshes/kitchenware_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.639096359258819, -4.970556610272222, 0.897041303390021) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0000" ( + prepend references = @./Meshes/other_cooker_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.039976745605486, -5.088083908081243, 0.8601763808400826) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0000" ( + prepend references = @./Meshes/bathroom_product_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.821360427750676, -4.016124865648655, 0.8887068535987375) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0001" ( + prepend references = @./Meshes/bathroom_product_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.757226974433749, -4.4058695574539914, 0.9877855145389147) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "basin_0000" ( + prepend references = @./Meshes/basin_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.631033731070106, -4.363099578576128, 0.764228486575797) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0009" ( + prepend references = @./Meshes/cabinet_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (5.279398965210937, -5.157721641586325, 2.099999537499976) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0010" ( + prepend references = @./Meshes/cabinet_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (5.298007102296874, -4.328881540726562, 0.45749950376834786) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0000" ( + prepend references = @./Meshes/ceiling_light_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.188935546875, -4.3479931640625, 2.4724975517628627) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bathroom_2973" + { + def Xform "ornament_0006" ( + prepend references = @./Meshes/ornament_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.769039901720329, -1.6173694744119036, 0.7820568339581452) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0002" ( + prepend references = @./Meshes/tray_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.84697265625, -1.47207763671875, 0.7527913577193919) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0003" ( + prepend references = @./Meshes/tray_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.939005191802997, -1.4720887393951432, 0.751844581330242) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0004" ( + prepend references = @./Meshes/tray_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.801409320830908, -1.4720715999603282, 0.7517030255419999) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0002" ( + prepend references = @./Meshes/bathroom_product_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.3642, 0.6409001, 0.9167) + double3 xformOp:translate = (6.054133887140306, -2.2847664784188, 1.0459435832879689) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0003" ( + prepend references = @./Meshes/bathroom_product_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.393973829518308, -1.4883133629391687, 0.9414446768203447) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0004" ( + prepend references = @./Meshes/bathroom_product_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.455926978734019, -1.5355595222108125, 1.5749080457481228) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "basin_0001" ( + prepend references = @./Meshes/basin_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.337804489137078, -1.6931458053586328, 0.8121096989744722) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0000" ( + prepend references = @./Meshes/daily_equipment_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.3642, 0.6409001, 0.9167) + double3 xformOp:translate = (5.941174095309101, -2.5884294247671233, 0.8040800279578294) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0001" ( + prepend references = @./Meshes/daily_equipment_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.940566808679831, -1.4780681676212415, 0.8463125877398883) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0002" ( + prepend references = @./Meshes/daily_equipment_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.2841, 1.2841, 1.2841) + double3 xformOp:translate = (5.500608967955129, -1.5019471151434163, 1.6126137408191343) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0003" ( + prepend references = @./Meshes/daily_equipment_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.2841, 1.2841, 1.2841) + double3 xformOp:translate = (5.499549330616803, -1.49719118138721, 1.5545718233116177) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0000" ( + prepend references = @./Meshes/shelf_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.3642, 0.6409001, 0.9167) + double3 xformOp:translate = (5.974064724049318, -2.5861010742194583, 0.9982638371565232) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0001" ( + prepend references = @./Meshes/shelf_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.8573876953125, -1.4544836425781251, 1.0422602421874687) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0002" ( + prepend references = @./Meshes/shelf_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.2841, 1.2841, 1.2841) + double3 xformOp:translate = (5.484390583237678, -1.48842843078987, 1.4420691357449325) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0001" ( + prepend references = @./Meshes/cabinet_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.343079483031876, -1.7016213226388244, 0.5948820912476878) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0000" ( + prepend references = @./Meshes/vase_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.858872478481585, -1.504045297620405, 0.7976186892609245) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0001" ( + prepend references = @./Meshes/vase_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.893894035338518, -1.468162936211034, 1.0955357892150535) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0000" ( + prepend references = @./Meshes/flower_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.873598119654547, -1.5275339471540357, 0.8953202664350968) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0001" ( + prepend references = @./Meshes/flower_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.8291345292345325, -1.4581910769666635, 1.1805147212052334) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "mirror_0000" ( + prepend references = @./Meshes/mirror_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.3418958587632135, -1.4386736164061626, 1.5128266865834235) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "mirror_0001" ( + prepend references = @./Meshes/mirror_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.8447467723194526, -1.5002423175911992, 1.3356585407093675) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0000" ( + prepend references = @./Meshes/cup_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.841458184239894, -1.729376151085663, 0.7822711188357061) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0001" ( + prepend references = @./Meshes/cup_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.837317146300946, -1.473653738022781, 0.7998784694669346) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0002" ( + prepend references = @./Meshes/cup_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.755985027313214, -1.4715440216064064, 0.8001899296883146) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "closestool_0000" ( + prepend references = @./Meshes/closestool_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.453273044698254, -1.7483307687396659, 0.26032208627778397) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "electric_appliance_0000" ( + prepend references = @./Meshes/electric_appliance_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.191303710850572, -2.434488044733906, 2.467885798740046) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "livingroom_117" + { + def Xform "ornament_0007" ( + prepend references = @./Meshes/ornament_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.7372051811218259, -4.056569816589356, 0.8317810897818793) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0008" ( + prepend references = @./Meshes/ornament_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.213762680052372, -3.641612346659008, 0.8365228118883385) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0009" ( + prepend references = @./Meshes/ornament_0009.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.8433643623537517, 2.1155299527619666, 0.9377287938410613) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0010" ( + prepend references = @./Meshes/ornament_0010.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.8433643623537517, -1.3135471956755336, 0.9377287938410613) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0005" ( + prepend references = @./Meshes/tray_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.1019676513671584, -4.081208358764792, 0.7712067334328522) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0001" ( + prepend references = @./Meshes/painting_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.6294, 0.6294, 0.6294) + double3 xformOp:translate = (0.09449371337890625, -3.95734619140625, 1.582516947150507) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0000" ( + prepend references = @./Meshes/cabinet_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.257551788949344, 0.387566832643371, 0.19998620959476335) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0008" ( + prepend references = @./Meshes/cabinet_0008.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.5017002, 1, 1) + double3 xformOp:translate = (1.204715742825224, -5.1630393829236905, 1.1999991337894624) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cosmetic_0002" ( + prepend references = @./Meshes/cosmetic_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.9305030088564575, 2.1280595055083094, 0.6477968136673089) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0000" ( + prepend references = @./Meshes/curtain_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.8342, 1, 1.0969) + double3 xformOp:translate = (2.131041788966213, 2.5295751632948447, 1.4247855484890006) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0001" ( + prepend references = @./Meshes/curtain_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.8342, 1, 1.0969) + double3 xformOp:translate = (1.8918246524275628, 2.5780296182176223, 1.431875368617284) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0002" ( + prepend references = @./Meshes/curtain_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.8342, 1, 1.0969) + double3 xformOp:translate = (-0.7469145034671784, 2.529575175842874, 1.4247860650370623) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0003" ( + prepend references = @./Meshes/curtain_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.8342, 1, 1.0969) + double3 xformOp:translate = (-0.47319608679668024, 2.576949856712494, 1.4309068776597633) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "hardware_decoration_0000" ( + prepend references = @./Meshes/hardware_decoration_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.8342, 1, 1.0969) + double3 xformOp:translate = (0.6896363310302605, 2.483591690063446, 2.490774254773795) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0002" ( + prepend references = @./Meshes/vase_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.6719, 0.6719, 0.6719) + double3 xformOp:translate = (0.9695210508730917, 0.2791752943649523, 0.5697004970036409) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0003" ( + prepend references = @./Meshes/vase_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.4265, 0.4265, 0.4265) + double3 xformOp:translate = (2.344094396715664, -0.34013171462011055, 0.490525381732865) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0004" ( + prepend references = @./Meshes/vase_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.4265, 0.4265, 0.4265) + double3 xformOp:translate = (2.354247998658315, -0.4870425239482464, 0.5125501694838438) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0002" ( + prepend references = @./Meshes/flower_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.8497437745123262, -3.80711747814962, 1.0517583160515154) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0003" ( + prepend references = @./Meshes/flower_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.4265, 0.4265, 0.4265) + double3 xformOp:translate = (2.2724983678991215, -0.23988712806637963, 0.7321580990737933) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0004" ( + prepend references = @./Meshes/flower_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.4265, 0.4265, 0.4265) + double3 xformOp:translate = (2.3476897609464493, -0.1857793917706151, 0.43957675392247897) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0005" ( + prepend references = @./Meshes/flower_0005.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.5017002, 1, 1) + double3 xformOp:translate = (1.4869873118994508, -5.174062652382929, 1.216153290234804) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0006" ( + prepend references = @./Meshes/flower_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.1570142765464513, 1.984763917192125, 1.0159411808096634) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0000" ( + prepend references = @./Meshes/chair_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.5213087160173427, -4.687819633801371, 0.40107518020233657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0001" ( + prepend references = @./Meshes/chair_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.1653102415021885, -3.11292743651113, 0.40107518020233657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0002" ( + prepend references = @./Meshes/chair_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.5207792966779698, -3.11292743651113, 0.40107518020233657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0003" ( + prepend references = @./Meshes/chair_0003.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.2491538698259366, -4.687819633801371, 0.40107518020233657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0004" ( + prepend references = @./Meshes/chair_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.9317751465626134, 2.05208650208475, 0.44966572957822154) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "dining_table_0000" ( + prepend references = @./Meshes/dining_table_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.7073, 1, 1) + double3 xformOp:translate = (0.976523547280558, -3.912252700801688, 0.37245237731514746) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0000" ( + prepend references = @./Meshes/tea_set_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.222727281591884, -3.96045486263598, 0.7847797428908864) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0001" ( + prepend references = @./Meshes/tea_set_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.2227280597472276, -4.20196028705275, 0.7847524718942644) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0002" ( + prepend references = @./Meshes/tea_set_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.9812077770017952, -4.20196237377484, 0.7847799259959668) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0003" ( + prepend references = @./Meshes/tea_set_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.9812079239106885, -3.960452064472657, 0.7847524814313716) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0004" ( + prepend references = @./Meshes/tea_set_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.1019682922356082, -4.108020400964493, 0.8536642113692583) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0000" ( + prepend references = @./Meshes/chandelier_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.8242001342815775, -3.6504406737269712, 2.15204639198869) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0001" ( + prepend references = @./Meshes/chandelier_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.6882015991253274, 0.3071926880894353, 2.0865130658114737) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0000" ( + prepend references = @./Meshes/table_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.8536858215330192, 2.115055709823858, 0.28315245054237836) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0001" ( + prepend references = @./Meshes/table_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.8536858215330192, -1.3140202179105174, 0.28315245054237836) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0002" ( + prepend references = @./Meshes/table_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.931776062012696, 0.13940849876445627, 0.22558752033239896) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0000" ( + prepend references = @./Meshes/pillow_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.9357929382698762, 2.111127704525752, 0.6357491226688755) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0001" ( + prepend references = @./Meshes/pillow_0001.usd@ + ) + { + quatf xformOp:orient = (0.70661813, -0.02628818, 0.026288165, 0.7066178) + float3 xformOp:scale = (0.9263, 0.9263, 1.0567) + double3 xformOp:translate = (-0.6841268521766495, -0.10774995875857162, 0.7614209218306645) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "pillow_0001" + { + token visibility = "inherited" + + over "mesh_0003" + { + token visibility = "inherited" + + over "SM_Clutter_0004_Part_0000_434" + { + token visibility = "inherited" + } + } + + over "mesh_0000" + { + token visibility = "inherited" + + over "SM_Clutter_0000_Part_0000_432" + { + token visibility = "inherited" + } + } + + over "mesh_0002" + { + token visibility = "inherited" + + over "SM_Clutter_0001_Part_0000_433" + { + token visibility = "inherited" + } + } + + over "mesh_0001" + { + token visibility = "inherited" + + over "SM_Clutter_0011_Part_0001" + { + token visibility = "inherited" + } + } + } + } + } + + def Xform "pillow_0002" ( + prepend references = @./Meshes/pillow_0002.usd@ + ) + { + quatf xformOp:orient = (0.7013605, -0.033663627, -0.08996512, 0.7063048) + float3 xformOp:scale = (0.9263, 0.9263, 1.0567) + double3 xformOp:translate = (-0.646416747008659, 0.8582632904127214, 0.7659289087248429) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0000" ( + prepend references = @./Meshes/television_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.443804129109444, 0.4136310735846504, 1.2450389363339947) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0000" ( + prepend references = @./Meshes/sofa_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.9263, 0.9263, 1.0567) + double3 xformOp:translate = (-0.5843866208713367, 0.3973318293678508, 0.4572363455368312) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bedroom_4043" + { + def Xform "ornament_0011" ( + prepend references = @./Meshes/ornament_0011.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.626821495057451, 2.060552047730779, 0.6453213669814225) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0012" ( + prepend references = @./Meshes/ornament_0012.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.565275630791733, 2.166143136805021, 0.6602549800946451) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0013" ( + prepend references = @./Meshes/ornament_0013.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.511817745485056, 2.224561929985069, 0.6643882675189793) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0014" ( + prepend references = @./Meshes/ornament_0014.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.686474815369951, -0.535276809691096, 0.6453213669814225) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0015" ( + prepend references = @./Meshes/ornament_0015.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.624924068291733, -0.4296851102652917, 0.6602549800946451) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0016" ( + prepend references = @./Meshes/ornament_0016.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.571466182985056, -0.3712654015578999, 0.6643882675189793) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0000" ( + prepend references = @./Meshes/painting_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2985001, 1.2985001, 1.2985001) + double3 xformOp:translate = (5.948056647435903, 0.9137237548828143, 1.7486175148124683) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0003" ( + prepend references = @./Meshes/cabinet_0003.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.963, 1, 1.0401) + double3 xformOp:translate = (4.787539016723867, -0.9822616271970788, 1.2999990295381179) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0004" ( + prepend references = @./Meshes/cabinet_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.653238082040563, 2.233389633453182, 0.3120007781949233) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0005" ( + prepend references = @./Meshes/cabinet_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.712891402353063, -0.3624383084413493, 0.3120007781949233) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cosmetic_0000" ( + prepend references = @./Meshes/cosmetic_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.79850006, 1, 0.92710006) + double3 xformOp:translate = (5.974892578125, 2.32022705078125, 1.2980109592087368) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cosmetic_0001" ( + prepend references = @./Meshes/cosmetic_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.79850006, 1, 0.92710006) + double3 xformOp:translate = (5.974892578125, -0.3784722900390625, 1.2983972632337102) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0001" ( + prepend references = @./Meshes/storage_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.963, 1, 1.0401) + double3 xformOp:translate = (5.243616263888797, -0.825626556415998, 0.8648492454641972) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0002" ( + prepend references = @./Meshes/chandelier_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.5282, 0.5458, 0.5265) + double3 xformOp:translate = (4.306095778320741, 0.910297750463892, 2.290285983436795) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0000" ( + prepend references = @./Meshes/table_lamp_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.6986129607750255, 2.2383902816272436, 0.9939723056362959) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0001" ( + prepend references = @./Meshes/table_lamp_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.758266281087526, -0.3574373550915065, 0.9822087098080975) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0000" ( + prepend references = @./Meshes/picture_frame_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.594210525488693, 2.322612640687854, 0.7241477009814844) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0001" ( + prepend references = @./Meshes/picture_frame_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.554221963889367, 2.441588510516386, 0.7003910560606521) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0002" ( + prepend references = @./Meshes/picture_frame_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.653858962988693, -0.27321469085511507, 0.7241477009814844) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0003" ( + prepend references = @./Meshes/picture_frame_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.613875284201867, -0.15424034690548907, 0.7003910560606521) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0003" ( + prepend references = @./Meshes/pillow_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 1) + double3 xformOp:translate = (5.23498061, 1.15321999, 0.5427802075585699) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0004" ( + prepend references = @./Meshes/pillow_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 1) + double3 xformOp:translate = (5.40352404, 1.28192545, 0.5389891018261481) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0005" ( + prepend references = @./Meshes/pillow_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 1) + double3 xformOp:translate = (5.2268212400000005, 0.58404504, 0.5287099873144293) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0006" ( + prepend references = @./Meshes/pillow_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 1) + double3 xformOp:translate = (5.402091380000001, 0.5763531, 0.5487429851269293) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0007" ( + prepend references = @./Meshes/pillow_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 1) + double3 xformOp:translate = (5.59862318, 0.47332485, 0.5606634745165777) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0008" ( + prepend references = @./Meshes/pillow_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 1) + double3 xformOp:translate = (5.596865950000001, 1.3931550300000002, 0.5645784159716559) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0009" ( + prepend references = @./Meshes/pillow_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 1) + double3 xformOp:translate = (5.708458940000001, 1.3930215300000002, 0.4917980701220466) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0010" ( + prepend references = @./Meshes/pillow_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 1) + double3 xformOp:translate = (5.70550249, 0.5706602900000001, 0.49230816987790593) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0000" ( + prepend references = @./Meshes/spot_light_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.0928659121324866, -1.3089295066073816, 2.748992541058422) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0000" ( + prepend references = @./Meshes/bed_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93, 1, 1) + double3 xformOp:translate = (4.85381406, 0.95159454, 0.40497941617380445) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "other" + { + def Xform "tooling_0000" ( + prepend references = @./Meshes/tooling_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.516360792631465, -5.384709256884995, 0.9957148551931024) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tooling_0001" ( + prepend references = @./Meshes/tooling_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.4771581592511795, -5.384711324226568, 1.0268081932053188) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tooling_0002" ( + prepend references = @./Meshes/tooling_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.426763881685769, -5.384712648186057, 1.031809417724196) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tooling_0003" ( + prepend references = @./Meshes/tooling_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.37236448669188, -5.384680522191117, 1.0594100418087946) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tooling_0004" ( + prepend references = @./Meshes/tooling_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.328770401958011, -5.3846919763335555, 1.0404047698963892) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tooling_0005" ( + prepend references = @./Meshes/tooling_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.290711450094758, -5.384725533718869, 0.9921277618389388) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0002" ( + prepend references = @./Meshes/television_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.6075365677027946, 0.9206105831609304, 1.2450389306628684) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "door_handle_0000" ( + prepend references = @./Meshes/door_handle_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (7.00507230530333, -4.085677820199725, 1.4289363553010346) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0000" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "doorsill_0000" ( + prepend references = @./Meshes/doorsill_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.0184221, -2.43467606, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0001" ( + prepend references = @./Meshes/doorsill_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.98097905, -5.42308529, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0002" ( + prepend references = @./Meshes/doorsill_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.62997906, -2.5746770400000005, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0003" ( + prepend references = @./Meshes/doorsill_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.62997906, -3.89467694, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0004" ( + prepend references = @./Meshes/doorsill_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.05265312, -1.9301763, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "door_0000" ( + prepend references = @./Meshes/door_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.6558855699999997, -3.89467761, 1.0704995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0000" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0001" ( + prepend references = @./Meshes/door_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.00175825, -2.43467649, 1.0679994929999768) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0001" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0002" ( + prepend references = @./Meshes/door_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.98097901, -5.4007102499999995, 1.0829212692221324) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0002" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0003" ( + prepend references = @./Meshes/door_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.0526537400000002, -1.9113366999999999, 1.0679994929999768) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0003" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0004" ( + prepend references = @./Meshes/door_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.65310818, -2.57467761, 1.0704995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0004" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "window_0000" ( + prepend references = @./Meshes/window_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.95773332, -2.5746777400000003, 1.7999995399999769) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0001" ( + prepend references = @./Meshes/window_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.87723371, -3.64017723, 1.5219995299999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0002" ( + prepend references = @./Meshes/window_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.6882495900000001, 2.6733745, 1.549999519999976) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0003" ( + prepend references = @./Meshes/window_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.35815431, 2.9063584600000003, 1.5219995299999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0004" ( + prepend references = @./Meshes/window_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.93813414, -4.1421778, 1.6499995099999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bedroom_929" + { + def Xform "painting_0002" ( + prepend references = @./Meshes/painting_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.0908313598632824, -5.344582884310772, 1.9432256469801035) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0002" ( + prepend references = @./Meshes/cabinet_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8866, 1, 1.0401) + double3 xformOp:translate = (-0.34157778930322463, -4.242147317508491, 1.2999990295381174) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0006" ( + prepend references = @./Meshes/cabinet_0006.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.239166366580338, -5.131495009795584, 0.27490239274559763) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0007" ( + prepend references = @./Meshes/cabinet_0007.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.0004770965608065, -5.122337280694238, 0.2749023927021306) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0000" ( + prepend references = @./Meshes/storage_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8866, 1, 1.0401) + double3 xformOp:translate = (-0.49821347044738534, -3.822250554482356, 0.8648492454641971) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0003" ( + prepend references = @./Meshes/chandelier_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.5282, 0.5458, 0.5265) + double3 xformOp:translate = (-1.9061625224605088, -3.7115693149657956, 2.2879720384472106) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0002" ( + prepend references = @./Meshes/table_lamp_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.2388800048785336, -5.1362877535114455, 0.869300802099805) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0003" ( + prepend references = @./Meshes/table_lamp_0003.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.0001895141558772, -5.1271251415976, 0.8698608964311448) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0011" ( + prepend references = @./Meshes/pillow_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.88, 0.88, 0.88) + double3 xformOp:translate = (-2.14743643, -4.88326413, 0.5303676630940416) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0012" ( + prepend references = @./Meshes/pillow_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.88, 0.88, 0.88) + double3 xformOp:translate = (-1.7433955, -5.06389204, 0.5289827745984946) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0013" ( + prepend references = @./Meshes/pillow_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.88, 0.88, 0.88) + double3 xformOp:translate = (-2.5137092400000003, -5.05925138, 0.5261205687977134) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0001" ( + prepend references = @./Meshes/television_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.9861958700000002, -2.016368929216499, 1.0919578737358384) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0001" ( + prepend references = @./Meshes/bed_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.88, 0.88, 0.88) + double3 xformOp:translate = (-2.09584071, -4.34985169, 0.44406188891263526) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "floor" + { + def Xform "floor_0000" ( + prepend references = @./Meshes/floor_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.3642, 0.6409001, 0.9167) + double3 xformOp:translate = (6.470577469617283, -2.284765624998354, 0.045796540564093734) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0001" ( + prepend references = @./Meshes/floor_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (5.29800643, -4.32888141, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0002" ( + prepend references = @./Meshes/floor_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.2291142800000001, -1.36961379, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0003" ( + prepend references = @./Meshes/floor_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.30609577, 0.37684083, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0004" ( + prepend references = @./Meshes/floor_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (5.29800643, -2.28291703, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0005" ( + prepend references = @./Meshes/floor_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.81815481, -3.6766304300000003, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0006" ( + prepend references = @./Meshes/floor_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.65570007, -1.3696151699999999, -0.30000500000023755) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "wall" + { + def Xform "wall_0000" ( + prepend references = @./Meshes/wall_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.79850006, 1, 0.92710006) + double3 xformOp:translate = (5.993938162326706, 0.9707049560527833, 1.2999995364499617) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0001" ( + prepend references = @./Meshes/wall_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.086, 1, 0.92530006) + double3 xformOp:translate = (-1.0997498726845902, 0.3772974433532699, 1.2999995373499547) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0002" ( + prepend references = @./Meshes/wall_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 0.92530006) + double3 xformOp:translate = (2.4761523337364197, 0.49542724609374733, 1.2999995373499549) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0003" ( + prepend references = @./Meshes/wall_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.44614494, 2.6748599200000003, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0004" ( + prepend references = @./Meshes/wall_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (5.2890051300000005, -1.32216, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0005" ( + prepend references = @./Meshes/wall_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.0184221, -3.63762993, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0006" ( + prepend references = @./Meshes/wall_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.80915391, -1.9301799800000001, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0007" ( + prepend references = @./Meshes/wall_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.05006493, -1.9301799800000001, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0008" ( + prepend references = @./Meshes/wall_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (6.96603027, -3.3771250900000003, 1.3999983569333563) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0009" ( + prepend references = @./Meshes/wall_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.65565018, -5.4140850799999996, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0010" ( + prepend references = @./Meshes/wall_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.62097992, -3.33811993, 1.3999978991696844) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0011" ( + prepend references = @./Meshes/wall_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.64572998, -3.67663513, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0012" ( + prepend references = @./Meshes/wall_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.16275002, 0.40683990000000003, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0013" ( + prepend references = @./Meshes/wall_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (6.05503998, 0.70634995, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0014" ( + prepend references = @./Meshes/wall_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.54814995, 0.33783997, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0015" ( + prepend references = @./Meshes/wall_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (5.29800507, -3.23467987, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "ceiling" + { + def Xform "ceiling_0000" ( + prepend references = @./Meshes/ceiling_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.6803, 0.9972, 0.7407) + double3 xformOp:translate = (0.6877496337890625, 0.27882334335707126, 2.6523015249306163) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0001" ( + prepend references = @./Meshes/ceiling_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.66130006, 0.8074, 0.7407) + double3 xformOp:translate = (1.827666015625, -3.6230869434031594, 2.702301524930616) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0002" ( + prepend references = @./Meshes/ceiling_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-0.5591, 0.7826, 0.9259) + double3 xformOp:translate = (-2.1158349609375002, -3.676629626410486, 2.677878203326382) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0003" ( + prepend references = @./Meshes/ceiling_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.6627, 0.79100007, 0.9259) + double3 xformOp:translate = (4.299360703867478, 0.8808868407408023, 2.677878203326382) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0004" ( + prepend references = @./Meshes/ceiling_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.2291142800000001, -1.3696133000000001, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0005" ( + prepend references = @./Meshes/ceiling_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.30609577, 0.37684131000000004, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0006" ( + prepend references = @./Meshes/ceiling_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.8181553, -3.6766304300000003, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0007" ( + prepend references = @./Meshes/ceiling_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (5.29800643, -2.2829175100000003, 2.5000000399999998) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0008" ( + prepend references = @./Meshes/ceiling_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (5.29800643, -4.32888166, 2.5000000399999998) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0009" ( + prepend references = @./Meshes/ceiling_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.65570007, -1.3696151699999999, 2.85) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + + def "Rendering" + { + def "Lights" + { + def DistantLight "DirectionalLight" + { + float angle = 0.5357 + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + color3f color = (1, 1, 1) + float colorTemperature = 6500 + bool enableColorTemperature = 0 + float inputs:angle = 1 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 1989.4366 + bool inputs:normalize = 0 + float inputs:specular = 1 + float intensity = 1989.4366 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DistantLight" + uniform token purpose = "default" + token visibility = "inherited" + bool visibleInPrimaryRay = 0 + quatd xformOp:orient = (0.010312261702289547, 0.006569659053405116, -0.5372594610777541, -0.8433283870005486) + double3 xformOp:scale = (2.5, 2.5, 2.5) + double3 xformOp:translate = (1.0175679658006325e-16, -3.2669258795596044e-16, 1.0114598925199683) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def DomeLight "DomeLight" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float guideRadius = 100000 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 1000 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 1 + asset inputs:texture:file = @./limpopo_golf_course_4k.hdr@ + token inputs:texture:format = "latlong" + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DomeLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0, 0, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def RectLight "RectLight" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float3[] extent = [(-50, -50, -0), (50, 50, 0)] + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 1 + float inputs:height = 1 + float inputs:intensity = 3000 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 0 + asset inputs:texture:file + float inputs:width = 1 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "RectLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (6.123233995736766e-17, 2.5363299873596578e-17, 0.7071067811865476, 0.7071067811865475) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.788736305772388, 2.536108957608535, 1.5947464161637839) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } +} + diff --git a/kujiale_0030/limpopo_golf_course_4k.hdr b/kujiale_0030/limpopo_golf_course_4k.hdr new file mode 100644 index 0000000000000000000000000000000000000000..69a8064f5ce4ae974f68c4a95a85731b92b82c23 --- /dev/null +++ b/kujiale_0030/limpopo_golf_course_4k.hdr @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d8c4f77cd64dae23dc7cc32665b6bcbc370716d3c99e255bf9359b6225862f36 +size 26179131 diff --git a/kujiale_0030/rooms.json b/kujiale_0030/rooms.json new file mode 100644 index 0000000000000000000000000000000000000000..70f3548f299635fde51890d34061178c5b38c376 --- /dev/null +++ b/kujiale_0030/rooms.json @@ -0,0 +1 @@ +[{"room_type": "living room", "polygon": [[-1.1117501220703125, 2.6238583984375], [-1.1117501220703125, -1.870176513671875], [0.07842209625244141, -1.870176513671875], [0.07842209625244141, -5.36308544921875], [3.56997900390625, -5.36308544921875], [3.56997900390625, -3.234677734375], [3.56997900390625, -1.990176513671875], [2.488153564453125, -1.990176513671875], [2.488153564453125, 2.6238583984375]]}, {"room_type": "bedroom", "polygon": [[6.0040380859375, -1.2711575927734375], [6.0040380859375, 2.6238583984375], [2.608153564453125, 2.6238583984375], [2.608153564453125, -1.870176513671875], [3.56997900390625, -1.870176513671875], [3.56997900390625, -1.2711575927734375]]}, {"room_type": "bedroom", "polygon": [[-0.0415779037475586, -1.990176513671875], [-1.1717501220703126, -1.990176513671875], [-3.5947333984375, -1.990176513671875], [-3.5947333984375, -5.36308544921875], [-0.0415779037475586, -5.36308544921875]]}, {"room_type": "kitchen", "polygon": [[6.9060341796875, -3.294677734375], [3.68997900390625, -3.294677734375], [3.68997900390625, -5.36308544921875], [6.9060341796875, -5.36308544921875]]}, {"room_type": "bathroom", "polygon": [[3.68997900390625, -1.3911575927734374], [3.68997900390625, -1.9301765136718751], [3.68997900390625, -3.174677734375], [6.9060341796875, -3.174677734375], [6.9060341796875, -1.3911575927734374], [6.0640380859375, -1.3911575927734374]]}] \ No newline at end of file diff --git a/kujiale_0031/.thumbs/256x256/kujiale_0031.usda.png b/kujiale_0031/.thumbs/256x256/kujiale_0031.usda.png new file mode 100644 index 0000000000000000000000000000000000000000..33629c4d3fe230739e4156c40457c9fdbd009f16 --- /dev/null +++ b/kujiale_0031/.thumbs/256x256/kujiale_0031.usda.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:c671e8faa6d0a4f3b6b1d08acb1f85937a4dbe14d7ee3f7ea3ceebc28e3ba78c +size 101468 diff --git a/kujiale_0031/Materials/BasicShapeMaterial.mdl b/kujiale_0031/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/kujiale_0031/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0031/Materials/MI_574d004e0ae4a01f7ab74508.mdl b/kujiale_0031/Materials/MI_574d004e0ae4a01f7ab74508.mdl new file mode 100644 index 0000000000000000000000000000000000000000..253ac86ceff2aaede557b72f4051c4153f77bbaf --- /dev/null +++ b/kujiale_0031/Materials/MI_574d004e0ae4a01f7ab74508.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_574d004e0ae4a01f7ab74508( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0031/Materials/MI_57e35a725f5e86421695e6c2.mdl b/kujiale_0031/Materials/MI_57e35a725f5e86421695e6c2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a359d0dd091892c6dab081cda2e831eea3bcfb7f --- /dev/null +++ b/kujiale_0031/Materials/MI_57e35a725f5e86421695e6c2.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_57e35a725f5e86421695e6c2( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0031/Materials/MI_5f990029c6ff5a0001ed7f4d.mdl b/kujiale_0031/Materials/MI_5f990029c6ff5a0001ed7f4d.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f1f91a990483cfee89f6328c74e4895aa1b24614 --- /dev/null +++ b/kujiale_0031/Materials/MI_5f990029c6ff5a0001ed7f4d.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5f990029c6ff5a0001ed7f4d( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0031/Materials/M_BaseMaterial.mdl b/kujiale_0031/Materials/M_BaseMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ed00d16934cd045cadecb7db4bb5dd5ddc8dd3e7 --- /dev/null +++ b/kujiale_0031/Materials/M_BaseMaterial.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0031/Materials/M_BaseMaterial_twosided.mdl b/kujiale_0031/Materials/M_BaseMaterial_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..34a066551136042c8b515bc0777c0e436c62c466 --- /dev/null +++ b/kujiale_0031/Materials/M_BaseMaterial_twosided.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_twosided( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0031/Materials/M_BaseMaterial_v2.mdl b/kujiale_0031/Materials/M_BaseMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..154aecae651add78223e5fe6138f215211f152d3 --- /dev/null +++ b/kujiale_0031/Materials/M_BaseMaterial_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0031/Materials/M_BaseMaterial_v2_twosided.mdl b/kujiale_0031/Materials/M_BaseMaterial_v2_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7d90fc45fb437460e27004b226156b66a976f877 --- /dev/null +++ b/kujiale_0031/Materials/M_BaseMaterial_v2_twosided.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2_twosided( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0031/Materials/M_TranslucentMaterial.mdl b/kujiale_0031/Materials/M_TranslucentMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..0452d78794ea94cb1040fdf3244e688785b52118 --- /dev/null +++ b/kujiale_0031/Materials/M_TranslucentMaterial.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0031/Materials/M_TranslucentMaterial_v2.mdl b/kujiale_0031/Materials/M_TranslucentMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..6cef6519dd94a7d9f305169cecdb1d5512581737 --- /dev/null +++ b/kujiale_0031/Materials/M_TranslucentMaterial_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0031/Materials/OmniUe4Base.mdl b/kujiale_0031/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a441fbaf28040302c7aaabfbcf14b24a85bdf643 --- /dev/null +++ b/kujiale_0031/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/kujiale_0031/Materials/OmniUe4Function.mdl b/kujiale_0031/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..84f4f0da48ff31d03ee611373fe3a4d2e04c9079 --- /dev/null +++ b/kujiale_0031/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/kujiale_0031/Materials/OmniUe4Translucent.mdl b/kujiale_0031/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..483a83004b8f7d5bf820a7905d06ea2d7d5894af --- /dev/null +++ b/kujiale_0031/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/kujiale_0031/Materials/Textures/BlackPlaceholder.png b/kujiale_0031/Materials/Textures/BlackPlaceholder.png new file mode 100644 index 0000000000000000000000000000000000000000..cf498a3f19c07112845752ecd2523a666d8d13b5 --- /dev/null +++ b/kujiale_0031/Materials/Textures/BlackPlaceholder.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid 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/dev/null +++ b/kujiale_0031/Materials/WorldGridMaterial.mdl @@ -0,0 +1,77 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float Local19 = math::lerp(0.0,0.5,Local12.y); + float Local20 = math::lerp(0.7,1.0,Local9.y); + float Local21 = math::lerp(Local20,1.0,0.0); + float Local22 = (Local21 * 1.0); + float Local23 = (Local19 + Local22); + float Local24 = math::min(math::max(Local23,0.0),1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local18,Local18,Local18); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Local24; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + 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-500, 0) + double radius = 5 + } + dictionary Top = { + double3 position = (0, 0, 500) + double radius = 5 + } + string boundCamera = "/OmniverseKit_Persp" + } + dictionary omni_layer = { + string authoring_layer = "./kujiale_0031.usda" + } + dictionary renderSettings = { + double "rtx:post:tonemap:cm2Factor" = 5042.76806640625 + double "rtx:post:tonemap:exposureTime" = 0.000016666666851961054 + double "rtx:post:tonemap:fNumber" = 2.799999952316284 + double "rtx:reflections:maxRoughness" = 1 + } + } + defaultPrim = "Root" + metersPerUnit = 1 + upAxis = "Z" +) + +def Xform "Root" +{ + def Scope "Meshes" + { + def Scope "kitchen_1914" + { + def Xform "basin_0000" ( + prepend references = @./Meshes/basin_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.734718233916683, 9.795514919533355, 0.7032466303290739) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0000" ( + prepend references = @./Meshes/bathroom_product_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.8192443995427896, 9.79558040657876, 1.0771694865261008) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0000" ( + prepend references = @./Meshes/other_cooker_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.9897092895507603, 11.033099838256899, 0.8588117224836617) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0000" ( + prepend references = @./Meshes/cabinet_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.4484598083494507, 10.747606047602206, 0.15875088282175692) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0001" ( + prepend references = @./Meshes/cabinet_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.449210073474266, 10.746850559175053, 0.15875248308685624) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0002" ( + prepend references = @./Meshes/cabinet_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.4484587650300966, 10.747600285526783, 0.7312167892569977) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0003" ( + prepend references = @./Meshes/cabinet_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.449209843612814, 10.746856301998704, 0.7312156944257694) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0004" ( + prepend references = @./Meshes/cabinet_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 0.9674) + double3 xformOp:translate = (1.4484595718373618, 10.74760759543587, 0.43999946785027133) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0005" ( + prepend references = @./Meshes/cabinet_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 0.9674) + double3 xformOp:translate = (1.44920934868815, 10.746851543298892, 0.4399994851598382) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0006" ( + prepend references = @./Meshes/cabinet_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-0.8045, 1, 0.9674) + double3 xformOp:translate = (1.505208740234375, 10.758105538368227, 0.2174995162999773) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0015" ( + prepend references = @./Meshes/cabinet_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.0959213, 11.09936129, 2.099999537499976) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0016" ( + prepend references = @./Meshes/cabinet_0016.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.09592124, 9.86773517, 0.4549994999999763) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0000" ( + prepend references = @./Meshes/bowl_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.7206935311139824, 10.290873081773796, 0.8801572494228316) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "range_hood_0000" ( + prepend references = @./Meshes/range_hood_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.9373186950676495, 11.145320052819507, 1.437999774654855) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0000" ( + prepend references = @./Meshes/ceiling_light_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.178506720562255, 9.594138443958977, 2.4198685776550177) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bathroom_1916" + { + def Xform "basin_0001" ( + prepend references = @./Meshes/basin_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.5755209655875365, 7.9169949340872385, 0.7406532173018789) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0001" ( + prepend references = @./Meshes/bathroom_product_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.797408348227304, 6.3594463502609, 1.5665427733418404) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0002" ( + prepend references = @./Meshes/bathroom_product_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.7785001, 0.75610006, 0.9182) + double3 xformOp:translate = (1.8326788244976115, 6.5821649795226245, 1.0001017427738408) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0009" ( + prepend references = @./Meshes/cabinet_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.708198028563968, 8.040426711992287, 1.5798196599030137) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0010" ( + prepend references = @./Meshes/cabinet_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.7061136169409088, 7.9150626601783465, 0.43732637377841843) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "mirror_0000" ( + prepend references = @./Meshes/mirror_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.5387640380859375, 7.9173583984375, 1.6007172734374686) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "closestool_0000" ( + prepend references = @./Meshes/closestool_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.758672851252485, 7.855817270329257, 0.3724639126458657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0000" ( + prepend references = @./Meshes/shelf_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.7490540313692884, 8.032372108465061, 1.53770990562528) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0000" ( + prepend references = @./Meshes/daily_equipment_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.7141584014901048, 8.028888519267928, 1.6425638999974133) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0001" ( + prepend references = @./Meshes/daily_equipment_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.7477860412378527, 8.028891250569528, 1.5956441323560189) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0002" ( + prepend references = @./Meshes/daily_equipment_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.789825813257665, 7.988600881356256, 1.3066156539635327) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "electric_appliance_0000" ( + prepend references = @./Meshes/electric_appliance_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (1.2361682132349237, 7.2594677734375, 2.498583935531235) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bedroom_1737" + { + def Xform "cabinet_0007" ( + prepend references = @./Meshes/cabinet_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-0.7872, 1, 1.0401) + double3 xformOp:translate = (-3.233290820311877, 7.085509918212704, 1.2999989977967847) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0011" ( + prepend references = @./Meshes/cabinet_0011.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (-3.9501035764903527, 6.39882205093361, 0.275026431762763) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0012" ( + prepend references = @./Meshes/cabinet_0012.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.950103576769965, 3.3598815602031316, 0.275026431762763) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0000" ( + prepend references = @./Meshes/storage_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-0.7872, 1, 1.0401) + double3 xformOp:translate = (-2.8603937821587295, 6.928998605749534, 0.8648487244222517) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0000" ( + prepend references = @./Meshes/flower_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (-3.8458656670333227, 6.150865238431727, 0.6485882681854693) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0001" ( + prepend references = @./Meshes/flower_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.8458656564441362, 3.6078383832592222, 0.6485882681854693) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0000" ( + prepend references = @./Meshes/table_lamp_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (-3.9520551115460205, 6.4358418197209675, 0.8566501044134096) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0001" ( + prepend references = @./Meshes/table_lamp_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.952055110315374, 3.322864234916529, 0.8565103759713475) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0005" ( + prepend references = @./Meshes/book_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.493245706327829, 4.477569915771471, 0.5949635798913272) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0006" ( + prepend references = @./Meshes/book_0006.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.5045177590883028, 4.4754817733764, 0.61284786704652) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0000" ( + prepend references = @./Meshes/television_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2671286053170767, 4.774186584967015, 1.1260395767100215) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0021" ( + prepend references = @./Meshes/pillow_0021.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.699651984713644, 4.625328537041404, 0.7294251452079068) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0022" ( + prepend references = @./Meshes/pillow_0022.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.076243568413677, 5.384783569312604, 0.8229692566881385) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0023" ( + prepend references = @./Meshes/pillow_0023.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.6996518585301716, 5.089730293346682, 0.7320851199009675) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0024" ( + prepend references = @./Meshes/pillow_0024.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.075494911203093, 4.425143173248406, 0.8273412042988532) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0025" ( + prepend references = @./Meshes/pillow_0025.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.0280198824495335, 4.8928548888917405, 0.8464742660792461) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0026" ( + prepend references = @./Meshes/pillow_0026.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.894575138329798, 5.197360214178265, 0.7798328022349013) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0027" ( + prepend references = @./Meshes/pillow_0027.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.8881900558039035, 4.540656448332539, 0.7729305198487353) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0028" ( + prepend references = @./Meshes/pillow_0028.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.9042669488942465, 4.541027206438626, 0.7723341861050833) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0029" ( + prepend references = @./Meshes/pillow_0029.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.581759465459995, 4.857000816395334, 0.737772637023796) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0001" ( + prepend references = @./Meshes/bed_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.2342778930915212, 4.8907907104463995, 0.5409856754414288) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0001" ( + prepend references = @./Meshes/bedding_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.8008538514280623, 4.8979472961836725, 0.3623879166094889) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0001" ( + prepend references = @./Meshes/ceiling_light_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.6811183499999998, 4.76998716, 2.7426061808600837) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bedroom_1820" + { + def Xform "cabinet_0008" ( + prepend references = @./Meshes/cabinet_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.7369, 0.8606, 0.9628) + double3 xformOp:translate = (1.0169463995863408, 5.6585274824180605, 1.29997439830247) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0013" ( + prepend references = @./Meshes/cabinet_0013.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.7669805441944033, 5.023660095432106, 0.3120002858242867) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0014" ( + prepend references = @./Meshes/cabinet_0014.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.7894939719287783, 2.6210844118383565, 0.3120002858242867) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0001" ( + prepend references = @./Meshes/storage_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.7369, 0.8606, 0.9628) + double3 xformOp:translate = (0.17617175280623315, 5.646592245292127, 2.3030175311977144) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0002" ( + prepend references = @./Meshes/storage_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.7369, 0.8606, 0.9628) + double3 xformOp:translate = (0.3993581282854507, 5.646590986812227, 2.3030180674251377) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0003" ( + prepend references = @./Meshes/storage_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.7369, 0.8606, 0.9628) + double3 xformOp:translate = (0.6175792048929429, 5.64659219276527, 2.30301866609) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0004" ( + prepend references = @./Meshes/storage_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.7369, 0.8606, 0.9628) + double3 xformOp:translate = (0.8985201248983458, 5.646589750276686, 2.3030198083278677) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0005" ( + prepend references = @./Meshes/storage_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.7369, 0.8606, 0.9628) + double3 xformOp:translate = (1.1097466648428371, 5.646590295242827, 2.3030193014827685) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0006" ( + prepend references = @./Meshes/storage_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.7369, 0.8606, 0.9628) + double3 xformOp:translate = (0.24857870227993545, 5.773027057437811, 0.17516648413917152) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0007" ( + prepend references = @./Meshes/storage_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.7369, 0.8606, 0.9628) + double3 xformOp:translate = (0.3836990880090707, 5.749302628264505, 0.3872383024109035) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cosmetic_0002" ( + prepend references = @./Meshes/cosmetic_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.7369, 0.8606, 0.9628) + double3 xformOp:translate = (0.18131159881502526, 5.684404522154431, 0.838942672743521) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cosmetic_0003" ( + prepend references = @./Meshes/cosmetic_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.7369, 0.8606, 0.9628) + double3 xformOp:translate = (0.7777489226914304, 5.7646086011297575, 0.754552365652965) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0002" ( + prepend references = @./Meshes/table_lamp_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.8125758970996881, 5.028944854692717, 0.9959339760457029) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0003" ( + prepend references = @./Meshes/table_lamp_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.8350893248340632, 2.626369171098967, 0.9929569068485901) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0001" ( + prepend references = @./Meshes/painting_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.7848, 0.7848, 0.7848) + double3 xformOp:translate = (1.9727036044171757, 4.3052148197949025, 1.777081987970886) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0002" ( + prepend references = @./Meshes/painting_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.7848, 0.7848, 0.7848) + double3 xformOp:translate = (1.9908419953243242, 3.611926245562895, 1.7770822309893757) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0000" ( + prepend references = @./Meshes/ornament_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.7407765731824514, 4.850815719605779, 0.6453213669814225) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0001" ( + prepend references = @./Meshes/ornament_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.6792203863432362, 4.956418863121099, 0.6602544800946138) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0002" ( + prepend references = @./Meshes/ornament_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.625768986021033, 5.014843824668733, 0.664387767518948) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0003" ( + prepend references = @./Meshes/ornament_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.7632900009168264, 2.448240036012029, 0.6453213669814225) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0004" ( + prepend references = @./Meshes/ornament_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.7017338140776113, 2.5538431795273495, 0.6602544800946138) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0005" ( + prepend references = @./Meshes/ornament_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.648282413755408, 2.6122656996687335, 0.664387767518948) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0000" ( + prepend references = @./Meshes/picture_frame_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.708163162207443, 5.112878753969103, 0.724147702888833) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0001" ( + prepend references = @./Meshes/picture_frame_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.6681782627174917, 5.231854623797637, 0.7003905541532721) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0002" ( + prepend references = @./Meshes/picture_frame_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.730676589941818, 2.7103030703753537, 0.724147702888833) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0003" ( + prepend references = @./Meshes/picture_frame_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.6906916904518667, 2.829278940203886, 0.7003905541532721) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0003" ( + prepend references = @./Meshes/book_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.90209997, 1, 1) + double3 xformOp:translate = (0.3252951106368849, 4.2190752936543285, 0.612847865733333) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0004" ( + prepend references = @./Meshes/book_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.90209997, 1, 1) + double3 xformOp:translate = (0.31402312463403226, 4.217191655237917, 0.5949635785781404) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0012" ( + prepend references = @./Meshes/pillow_0012.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.90209997, 1, 1) + double3 xformOp:translate = (1.4833063392526418, 3.6649618791412184, 0.7378700942568645) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0013" ( + prepend references = @./Meshes/pillow_0013.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.90209997, 1, 1) + double3 xformOp:translate = (1.8598978950405702, 3.39879451184167, 0.8212728449027444) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0014" ( + prepend references = @./Meshes/pillow_0014.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.90209997, 1, 1) + double3 xformOp:translate = (1.4833064653958605, 4.0838986574029255, 0.7380519788822237) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0015" ( + prepend references = @./Meshes/pillow_0015.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.90209997, 1, 1) + double3 xformOp:translate = (1.365413944723029, 3.8749071370019825, 0.7395021273630228) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0016" ( + prepend references = @./Meshes/pillow_0016.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.90209997, 1, 1) + double3 xformOp:translate = (1.687921428728373, 4.159946971023248, 0.7719092905060247) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0017" ( + prepend references = @./Meshes/pillow_0017.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.90209997, 1, 1) + double3 xformOp:translate = (1.6718443828303657, 4.160281097847101, 0.7727506178132699) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0018" ( + prepend references = @./Meshes/pillow_0018.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.90209997, 1, 1) + double3 xformOp:translate = (1.678229464833352, 3.567868683742209, 0.7724645959822641) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0019" ( + prepend references = @./Meshes/pillow_0019.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.90209997, 1, 1) + double3 xformOp:translate = (1.8116743616166806, 3.8425630209830546, 0.8294373921821531) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0020" ( + prepend references = @./Meshes/pillow_0020.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.90209997, 1, 1) + double3 xformOp:translate = (1.8591493908693397, 4.264485571634337, 0.8214172581748804) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0000" ( + prepend references = @./Meshes/bed_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.90209997, 1, 1) + double3 xformOp:translate = (1.0179323730492618, 3.844425141212215, 0.5409856754414288) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0000" ( + prepend references = @./Meshes/bedding_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.90209997, 1, 1) + double3 xformOp:translate = (0.5845084080337462, 3.8379693592241884, 0.3623879166094888) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0002" ( + prepend references = @./Meshes/ceiling_light_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.55375139, 3.88572476, 2.7736212298092413) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0001" ( + prepend references = @./Meshes/spot_light_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.4655087741358491, 5.636190462238971, 2.747849425485688) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "livingroom_1735" + { + def Xform "chandelier_0000" ( + prepend references = @./Meshes/chandelier_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 0.8186) + double3 xformOp:translate = (-4.233843963616771, 9.307132491690771, 2.069104792999048) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0001" ( + prepend references = @./Meshes/chandelier_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 0.7276) + double3 xformOp:translate = (-0.7978155212339584, 10.294837569815773, 2.1729332897577986) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "chandelier_0001" + { + over "light_0000" + { + quatd xformOp:orient = (0.499999978144305, 0.500000021855695, -0.4999999999999995, -0.4999999999999995) + double3 xformOp:scale = (9.999999850988392, 9.999999850988392, 13.743815127299866) + double3 xformOp:translate = (-9.018931450555101e-7, -9.01849489309825e-7, -637.1952085244297) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + } + + def Xform "curtain_0000" ( + prepend references = @./Meshes/curtain_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.9191, 1, 0.9538) + double3 xformOp:translate = (-6.1221205368988425, 9.475665320276905, 1.4011738885347405) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0008" ( + prepend references = @./Meshes/storage_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.337470702388769, 9.1209375, 0.3744450886596985) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cosmetic_0000" ( + prepend references = @./Meshes/cosmetic_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.95010006, 1, 0.92710006) + double3 xformOp:translate = (-2.7551260942551448, 7.657055519104001, 1.2980109627453427) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cosmetic_0001" ( + prepend references = @./Meshes/cosmetic_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.95010006, 1, 0.92710006) + double3 xformOp:translate = (-5.96612547730853, 7.657044981002648, 1.2983967996836714) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0002" ( + prepend references = @./Meshes/flower_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.6147832574270713, 7.827901993027287, 0.6232019837862343) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0000" ( + prepend references = @./Meshes/chair_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.3509330979307578, 10.810308784505326, 0.40076043778937676) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0001" ( + prepend references = @./Meshes/chair_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.0560136643370077, 10.810308784505326, 0.40076043778937676) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0002" ( + prepend references = @./Meshes/chair_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.0659443434754923, 9.545472465494674, 0.40076043778937676) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0003" ( + prepend references = @./Meshes/chair_0003.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.34100232687392973, 9.545472465494674, 0.40076043778937676) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "dining_table_0000" ( + prepend references = @./Meshes/dining_table_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.7935, 0.87920004, 1) + double3 xformOp:translate = (-0.7378660253192925, 10.179946231443992, 0.39272039795384445) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0000" ( + prepend references = @./Meshes/painting_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.510152679443307, 11.293107298374203, 1.5706348607179874) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0003" ( + prepend references = @./Meshes/painting_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.6294, 1.6000001, 0.6294) + double3 xformOp:translate = (0.04214998774469092, 10.186689491671299, 1.3751081851848597) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0006" ( + prepend references = @./Meshes/ornament_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.285378219807906, 9.519113517743946, 0.37275041332171127) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0007" ( + prepend references = @./Meshes/ornament_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.325728949750288, 9.519107719404017, 0.39780013313211027) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0008" ( + prepend references = @./Meshes/ornament_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.374749076093048, 9.519107460004598, 0.36980752887812035) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0009" ( + prepend references = @./Meshes/ornament_0009.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.006322877055498, 7.880708063101164, 0.3820657752073031) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0010" ( + prepend references = @./Meshes/ornament_0010.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.934710854654786, 7.831472543575028, 0.42915097268664154) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0011" ( + prepend references = @./Meshes/ornament_0011.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.865866585855426, 7.785234403678551, 0.5019833281553367) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0000" ( + prepend references = @./Meshes/book_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.8603124611167234, 9.507507438659633, 0.3385642450205096) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0001" ( + prepend references = @./Meshes/book_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.8627785331993194, 9.099860958099185, 0.3572073527108457) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0002" ( + prepend references = @./Meshes/book_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.860144255855569, 9.099860958099185, 0.3384906407128602) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0000" ( + prepend references = @./Meshes/table_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.1509554747826245, 9.295633483201597, 0.22621930676697097) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0001" ( + prepend references = @./Meshes/table_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.30571915, 7.843641669999999, 0.15833540999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0001" ( + prepend references = @./Meshes/television_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.391586517331359, 7.6699507536561375, 1.1702806355527444) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0000" ( + prepend references = @./Meshes/vase_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.5905590916627386, 7.837050771713257, 0.3834095746543243) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0000" ( + prepend references = @./Meshes/pillow_0000.usd@ + ) + { + quatf xformOp:orient = (0.99992806, -0.011993573, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.472397099626411, 10.184389160226074, 0.5405755568754351) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0001" ( + prepend references = @./Meshes/pillow_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.4288248214730475, 10.635034027479435, 0.46985265480448124) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0002" ( + prepend references = @./Meshes/pillow_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.53140957643539, 10.855582195237488, 0.5853332617945586) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0003" ( + prepend references = @./Meshes/pillow_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.975864120483387, 10.724604202268992, 0.4830218887510017) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0004" ( + prepend references = @./Meshes/pillow_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.019560735353814, 10.855582317308349, 0.5744452416613157) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0005" ( + prepend references = @./Meshes/pillow_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.479560241956001, 10.855582897142561, 0.5694445832016686) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0006" ( + prepend references = @./Meshes/pillow_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.7104157410950735, 11.055419387813155, 0.5912834472663052) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0007" ( + prepend references = @./Meshes/pillow_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.3659093629210615, 11.055415298457751, 0.5913166275036019) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0008" ( + prepend references = @./Meshes/pillow_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.098646484501292, 11.057375404352888, 0.5916167180287373) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0009" ( + prepend references = @./Meshes/pillow_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.4786046754206428, 11.055797832485023, 0.5916038360660991) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0010" ( + prepend references = @./Meshes/pillow_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.749987731895621, 10.784491866890166, 0.5956316146759314) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0011" ( + prepend references = @./Meshes/pillow_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.734462730338619, 10.005791580049445, 0.5739353825837173) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0000" ( + prepend references = @./Meshes/sofa_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.536912536675268, 10.292555113249614, 0.38042265345780607) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0000" ( + prepend references = @./Meshes/spot_light_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.4655087942182105, 6.846336535402462, 2.7054750733994286) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "wall" + { + def Xform "wall_0000" ( + prepend references = @./Meshes/wall_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.95010006, 1, 0.92710006) + double3 xformOp:translate = (-4.360830078125, 7.638010080099213, 1.2999995364499615) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0001" ( + prepend references = @./Meshes/wall_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.932, 1, 0.92530006) + double3 xformOp:translate = (-4.214055903077197, 4.88670364647827, 1.2999995373499549) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0002" ( + prepend references = @./Meshes/wall_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.686, 1, 0.9627) + double3 xformOp:translate = (-1.7082362933349577, 7.677994621278259, 1.2999999377177431) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0003" ( + prepend references = @./Meshes/wall_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.12070999, 4.019795, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0004" ( + prepend references = @./Meshes/wall_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.8040950400000004, 2.8466999800000004, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0005" ( + prepend references = @./Meshes/wall_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.14214005, 4.81802505, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0006" ( + prepend references = @./Meshes/wall_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.7100849499999999, 6.05270508, 1.4000140734860906) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0007" ( + prepend references = @./Meshes/wall_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.12778195, 8.737530210000001, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0008" ( + prepend references = @./Meshes/wall_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.78835999, 7.5055099499999995, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0009" ( + prepend references = @./Meshes/wall_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.16143501, 11.413450319999999, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0010" ( + prepend references = @./Meshes/wall_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.34216097, 8.287924799999999, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0011" ( + prepend references = @./Meshes/wall_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.49378498000000004, 2.12153, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0012" ( + prepend references = @./Meshes/wall_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.3370549, 5.11160507, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0013" ( + prepend references = @./Meshes/wall_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-6.443580020000001, 9.46680542, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0014" ( + prepend references = @./Meshes/wall_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.11505997, 9.918015440000001, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0015" ( + prepend references = @./Meshes/wall_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.42753998, 7.19749512, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "ceiling" + { + def Xform "ceiling_0000" ( + prepend references = @./Meshes/ceiling_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.758, 0.8017, 0.6803) + double3 xformOp:translate = (0.49378354174805283, 3.8359649426513536, 2.700000373131319) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0001" ( + prepend references = @./Meshes/ceiling_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5433, 0.9207001, 0.6803) + double3 xformOp:translate = (-3.0243060754516593, 9.466807314965862, 2.7000003731313185) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0002" ( + prepend references = @./Meshes/ceiling_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.74100006, 0.9655, 0.6803) + double3 xformOp:translate = (-2.7440988497314356, 4.88864816809084, 2.700000373131319) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0003" ( + prepend references = @./Meshes/ceiling_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.49378321000000003, 4.1097959600000005, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0004" ( + prepend references = @./Meshes/ceiling_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.74409867, 5.17160603, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0005" ( + prepend references = @./Meshes/ceiling_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.13522319, 8.70758118, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0006" ( + prepend references = @./Meshes/ceiling_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.2521603000000001, 7.13749327, 2.5000000399999998) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0007" ( + prepend references = @./Meshes/ceiling_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.09592165, 9.85801675, 2.5000000399999998) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0008" ( + prepend references = @./Meshes/ceiling_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.00519501, 6.7703703299999995, 2.85) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "floor" + { + def Xform "floor_0000" ( + prepend references = @./Meshes/floor_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.4937837, 4.1097959600000005, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0001" ( + prepend references = @./Meshes/floor_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.0959214, 9.858016260000001, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0002" ( + prepend references = @./Meshes/floor_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.25215969, 7.1374927800000005, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0003" ( + prepend references = @./Meshes/floor_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.74409867, 5.17160603, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0004" ( + prepend references = @./Meshes/floor_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.1352241700000003, 8.7075807, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0005" ( + prepend references = @./Meshes/floor_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.48786597000000004, 6.0470582, 0.01) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0006" ( + prepend references = @./Meshes/floor_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.00519501, 6.7703703299999995, -0.30000500000023755) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "other" + { + def Xform "doorsill_0000" ( + prepend references = @./Meshes/doorsill_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.14214232, 6.8855084, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0001" ( + prepend references = @./Meshes/doorsill_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.12213344, 8.95242884, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0002" ( + prepend references = @./Meshes/doorsill_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.2899415, 11.42810417, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0003" ( + prepend references = @./Meshes/doorsill_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.12213344, 6.6070582, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0004" ( + prepend references = @./Meshes/doorsill_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.48786552, 6.0470582, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "door_0000" ( + prepend references = @./Meshes/door_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.15850012, 6.88550842, 1.0679994929999768) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "door_0001" ( + prepend references = @./Meshes/door_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.1452632, 6.6070581100000005, 1.0704995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "door_0002" ( + prepend references = @./Meshes/door_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.1452632, 8.95242908, 1.0704995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "door_0003" ( + prepend references = @./Meshes/door_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.28994183, 11.398364529999998, 1.0779995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "door_0004" ( + prepend references = @./Meshes/door_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.48786622, 6.02983475, 1.0679994929999768) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0000" ( + prepend references = @./Meshes/window_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.74605464, 2.61520361, 1.5219995299999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0001" ( + prepend references = @./Meshes/window_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.416843790000001, 9.468105490000001, 1.4999995299999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0002" ( + prepend references = @./Meshes/window_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.49388566, 7.56792907, 1.4999995299999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0003" ( + prepend references = @./Meshes/window_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.50970952, 1.8900346099999998, 1.5219995299999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0004" ( + prepend references = @./Meshes/window_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.18140825, 10.02134276, 1.4999995299999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + + def "Rendering" + { + def "Lights" + { + def DistantLight "DirectionalLight" + { + float angle = 0.5357 + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + color3f color = (1, 1, 1) + float colorTemperature = 6500 + bool enableColorTemperature = 0 + float inputs:angle = 1 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 1989.4366 + bool inputs:normalize = 0 + float inputs:specular = 1 + float intensity = 1989.4366 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DistantLight" + uniform token purpose = "default" + token visibility = "inherited" + bool visibleInPrimaryRay = 0 + quatd xformOp:orient = (0.7026193231589117, 0.44761791003304197, -0.29720211229950627, -0.46651387737780753) + double3 xformOp:scale = (2.5, 2.5, 2.5) + double3 xformOp:translate = (-4.82383245431297, 8.443502845313326, 0.6191696681053186) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def DomeLight "DomeLight" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float guideRadius = 100000 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 1000 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 1 + asset inputs:texture:file = @./limpopo_golf_course_4k.hdr@ + token inputs:texture:format = "latlong" + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DomeLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (0.4617486132350339, 0, 0, 0.8870108331782219) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0, 0, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } +} + diff --git a/kujiale_0031/limpopo_golf_course_4k.hdr b/kujiale_0031/limpopo_golf_course_4k.hdr new file mode 100644 index 0000000000000000000000000000000000000000..69a8064f5ce4ae974f68c4a95a85731b92b82c23 --- /dev/null +++ b/kujiale_0031/limpopo_golf_course_4k.hdr @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d8c4f77cd64dae23dc7cc32665b6bcbc370716d3c99e255bf9359b6225862f36 +size 26179131 diff --git a/kujiale_0031/rooms.json b/kujiale_0031/rooms.json new file mode 100644 index 0000000000000000000000000000000000000000..9c3030b675219c8eee22b86227b6268057217914 --- /dev/null +++ b/kujiale_0031/rooms.json @@ -0,0 +1 @@ +[{"room_type": "living room", "polygon": [[-1.022142578125, 6.32519873046875], [-1.022142578125, 6.1070581054687505], [0.06213387298583985, 6.1070581054687505], [0.06213387298583985, 8.2879287109375], [0.06213387298583985, 11.3081044921875], [-6.33258056640625, 11.3081044921875], [-6.33258056640625, 7.6255083007812505], [-4.34605517578125, 7.6255083007812505], [-1.022142578125, 7.6255083007812505]]}, {"room_type": "bedroom", "polygon": [[-1.262142578125, 2.9577041015625], [-1.262142578125, 6.04705810546875], [-1.262142578125, 6.32519873046875], [-1.262142578125, 7.38550830078125], [-4.22605517578125, 7.38550830078125], [-4.22605517578125, 2.9577041015625]]}, {"room_type": "bedroom", "polygon": [[2.00970947265625, 5.98705810546875], [0.12213387298583984, 5.98705810546875], [-1.022142578125, 5.98705810546875], [-1.022142578125, 2.8377041015625], [-1.022142578125, 2.232534423828125], [2.00970947265625, 2.232534423828125]]}, {"room_type": "kitchen", "polygon": [[0.1821338806152344, 11.3081044921875], [0.1821338806152344, 8.407928710937501], [2.00970947265625, 8.407928710937501], [2.00970947265625, 11.3081044921875]]}, {"room_type": "bathroom", "polygon": [[0.1821338806152344, 6.1070581054687505], [2.12970947265625, 6.1070581054687505], [2.322186767578125, 6.1070581054687505], [2.322186767578125, 8.1679287109375], [2.12970947265625, 8.1679287109375], [0.1821338806152344, 8.1679287109375]]}] \ No newline at end of file diff --git a/kujiale_0032/.thumbs/256x256/kujiale_0032.usda.png b/kujiale_0032/.thumbs/256x256/kujiale_0032.usda.png new file mode 100644 index 0000000000000000000000000000000000000000..9e20ada18810aeeb2857abb72642032fc08efbc4 --- /dev/null +++ b/kujiale_0032/.thumbs/256x256/kujiale_0032.usda.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:fb843be644f8879142f5de6580927527483b009c6d89377ff58a0bdf13e2d816 +size 121283 diff --git a/kujiale_0032/Materials/BasicShapeMaterial.mdl b/kujiale_0032/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/kujiale_0032/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0032/Materials/MI_54f7dbcae4b0c3e73e2e7ba5.mdl b/kujiale_0032/Materials/MI_54f7dbcae4b0c3e73e2e7ba5.mdl new file mode 100644 index 0000000000000000000000000000000000000000..be63ea6763598188014441a0a8bff41c70b607cb --- /dev/null +++ b/kujiale_0032/Materials/MI_54f7dbcae4b0c3e73e2e7ba5.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_54f7dbcae4b0c3e73e2e7ba5( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0032/Materials/MI_54f7dbcae4b0c3e73e2e7ba7.mdl b/kujiale_0032/Materials/MI_54f7dbcae4b0c3e73e2e7ba7.mdl new file mode 100644 index 0000000000000000000000000000000000000000..e0da4ab3cb09e55d41c463245077c89ae305ee66 --- /dev/null +++ b/kujiale_0032/Materials/MI_54f7dbcae4b0c3e73e2e7ba7.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_54f7dbcae4b0c3e73e2e7ba7( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0032/Materials/MI_55cb087fe4b087b12ca7edb2.mdl b/kujiale_0032/Materials/MI_55cb087fe4b087b12ca7edb2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..667ccfea5d48608992428979a88cd621a4289563 --- /dev/null +++ b/kujiale_0032/Materials/MI_55cb087fe4b087b12ca7edb2.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_55cb087fe4b087b12ca7edb2( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0032/Materials/M_BaseMaterial.mdl b/kujiale_0032/Materials/M_BaseMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ed00d16934cd045cadecb7db4bb5dd5ddc8dd3e7 --- /dev/null +++ b/kujiale_0032/Materials/M_BaseMaterial.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0032/Materials/M_BaseMaterial_twosided.mdl b/kujiale_0032/Materials/M_BaseMaterial_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..34a066551136042c8b515bc0777c0e436c62c466 --- /dev/null +++ b/kujiale_0032/Materials/M_BaseMaterial_twosided.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_twosided( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0032/Materials/M_BaseMaterial_v2.mdl b/kujiale_0032/Materials/M_BaseMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..154aecae651add78223e5fe6138f215211f152d3 --- /dev/null +++ b/kujiale_0032/Materials/M_BaseMaterial_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0032/Materials/M_BaseMaterial_v2_twosided.mdl b/kujiale_0032/Materials/M_BaseMaterial_v2_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7d90fc45fb437460e27004b226156b66a976f877 --- /dev/null +++ b/kujiale_0032/Materials/M_BaseMaterial_v2_twosided.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2_twosided( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0032/Materials/M_TranslucentMaterial.mdl b/kujiale_0032/Materials/M_TranslucentMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..0452d78794ea94cb1040fdf3244e688785b52118 --- /dev/null +++ b/kujiale_0032/Materials/M_TranslucentMaterial.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0032/Materials/M_TranslucentMaterial_v2.mdl b/kujiale_0032/Materials/M_TranslucentMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..6cef6519dd94a7d9f305169cecdb1d5512581737 --- /dev/null +++ b/kujiale_0032/Materials/M_TranslucentMaterial_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0032/Materials/OmniUe4Base.mdl b/kujiale_0032/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a441fbaf28040302c7aaabfbcf14b24a85bdf643 --- /dev/null +++ b/kujiale_0032/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/kujiale_0032/Materials/OmniUe4Function.mdl b/kujiale_0032/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..84f4f0da48ff31d03ee611373fe3a4d2e04c9079 --- /dev/null +++ b/kujiale_0032/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/kujiale_0032/Materials/OmniUe4Translucent.mdl b/kujiale_0032/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..483a83004b8f7d5bf820a7905d06ea2d7d5894af --- /dev/null +++ b/kujiale_0032/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/kujiale_0032/Materials/Textures/BlackPlaceholder.png b/kujiale_0032/Materials/Textures/BlackPlaceholder.png new file mode 100644 index 0000000000000000000000000000000000000000..cf498a3f19c07112845752ecd2523a666d8d13b5 --- /dev/null +++ b/kujiale_0032/Materials/Textures/BlackPlaceholder.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:b1fe09d073788819ad2747115939aac07b13e49213a790ddf57aae4cec4d5803 +size 110 diff --git a/kujiale_0032/Materials/Textures/DefaultDiffuse.png b/kujiale_0032/Materials/Textures/DefaultDiffuse.png new file mode 100644 index 0000000000000000000000000000000000000000..bd1d23e7e3f469dc8a3ba685ddd76d8d37810a22 --- /dev/null +++ b/kujiale_0032/Materials/Textures/DefaultDiffuse.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:2ee4a01a1731ecf55df4086f81d4be55d41d251522508fbd7da51b08cd4ac38c +size 2032125 diff --git a/kujiale_0032/Materials/Textures/DefaultNormal.png b/kujiale_0032/Materials/Textures/DefaultNormal.png new file mode 100644 index 0000000000000000000000000000000000000000..4766222ff2b9fd2f84566e64c2a3c709d27c6b4b --- /dev/null +++ b/kujiale_0032/Materials/Textures/DefaultNormal.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:b5c0e3a8cc3bc960467544a14b9d0b881c833b30316a67863cc5a42e5d3225df +size 2125916 diff --git 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a/kujiale_0032/Materials/Textures/Wood_Normal01.jpeg b/kujiale_0032/Materials/Textures/Wood_Normal01.jpeg new file mode 100644 index 0000000000000000000000000000000000000000..0addf6dcc811be0251fe4e9b5a4c5fdac3f68b82 --- /dev/null +++ b/kujiale_0032/Materials/Textures/Wood_Normal01.jpeg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:110cd45868703c35068082c8d8bb943a04e72c8469f460ff1f1d76e3e08f0176 +size 1673060 diff --git a/kujiale_0032/Materials/WorldGridMaterial.mdl b/kujiale_0032/Materials/WorldGridMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..1374299f552cc467f093777626b92f4faa277cc4 --- /dev/null +++ b/kujiale_0032/Materials/WorldGridMaterial.mdl @@ -0,0 +1,77 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); 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+size 365374 diff --git a/kujiale_0032/Meshes/wine_set_0000.usd b/kujiale_0032/Meshes/wine_set_0000.usd new file mode 100644 index 0000000000000000000000000000000000000000..62c097c5107e380db8ab7a1bf7ca2bfe0e7ca4f1 Binary files /dev/null and b/kujiale_0032/Meshes/wine_set_0000.usd differ diff --git a/kujiale_0032/kujiale_0032.usda b/kujiale_0032/kujiale_0032.usda new file mode 100644 index 0000000000000000000000000000000000000000..837eb69a42a8b55173c3bf9da8451de52d91e7ec --- /dev/null +++ b/kujiale_0032/kujiale_0032.usda @@ -0,0 +1,2918 @@ +#usda 1.0 +( + customLayerData = { + dictionary cameraSettings = { + dictionary Front = { + double3 position = (500, 0, 0) + double radius = 5 + } + dictionary Perspective = { + double3 position = (-0.8095062572093822, 2.188881742633173, 1.2198881920450186) + double3 target = (-0.8390183922051715, 1.706236036065646, 1.1746935863252919) + } + dictionary Right = { + double3 position = (0, -500, 0) + double radius = 5 + } + dictionary Top = { + double3 position = (0, 0, 500) + double radius = 5 + } + string boundCamera = "/OmniverseKit_Persp" + } + dictionary omni_layer = { + string authoring_layer = "./kujiale_0032.usda" + } + dictionary renderSettings = { + double "rtx:post:tonemap:cm2Factor" = 2896.309326171875 + double "rtx:post:tonemap:exposureTime" = 0.000016666666851961054 + double "rtx:post:tonemap:fNumber" = 2.799999952316284 + double "rtx:reflections:maxRoughness" = 1 + } + } + defaultPrim = "Root" + metersPerUnit = 1 + upAxis = "Z" +) + +def Xform "Root" +{ + def Scope "Meshes" + { + def Scope "kitchen_152" + { + def Xform "ornament_0000" ( + prepend references = @./Meshes/ornament_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.7221362599760583, 3.937583786058441, 0.956725357053398) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0001" ( + prepend references = @./Meshes/ornament_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.723636169991463, 3.940106692931424, 0.9140181600437062) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0002" ( + prepend references = @./Meshes/ornament_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.7304537429352598, 3.7677922022027515, 0.9132256546233505) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0003" ( + prepend references = @./Meshes/ornament_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.730445527955362, 3.6819876787515926, 0.9131571464744455) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0004" ( + prepend references = @./Meshes/ornament_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.9488037144137604, 1.9561830483189266, 0.9137729108037852) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0005" ( + prepend references = @./Meshes/ornament_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.9171750849530738, 2.1391887051455107, 0.9319974486516114) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0006" ( + prepend references = @./Meshes/ornament_0006.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.206241348267592, 1.7933934249974686, 0.9649566628572229) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0007" ( + prepend references = @./Meshes/ornament_0007.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.2065441780141395, 1.9091198141004622, 0.9204951502885111) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "hardware_decoration_0000" ( + prepend references = @./Meshes/hardware_decoration_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.773583309173465, 3.5738562398081455, 0.76003231623085) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "hardware_decoration_0001" ( + prepend references = @./Meshes/hardware_decoration_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.7916759867586154, 3.552767879040567, 0.76003231623085) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "hardware_decoration_0002" ( + prepend references = @./Meshes/hardware_decoration_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.7447619056703294, 3.573854705819201, 0.7600724201426733) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "hardware_decoration_0003" ( + prepend references = @./Meshes/hardware_decoration_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.7916750793312275, 3.621949405360987, 0.7600724201426734) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "hardware_decoration_0004" ( + prepend references = @./Meshes/hardware_decoration_0004.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.773583049774011, 3.5738551774165424, 0.13993719834162724) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "hardware_decoration_0005" ( + prepend references = @./Meshes/hardware_decoration_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.7916746077454078, 3.552767619584462, 0.13993719834162727) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "hardware_decoration_0006" ( + prepend references = @./Meshes/hardware_decoration_0006.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.7447615814209474, 3.573855816376306, 0.13997093552393997) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "hardware_decoration_0007" ( + prepend references = @./Meshes/hardware_decoration_0007.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.7916739687781966, 3.6219490809913792, 0.13997093552394) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0000" ( + prepend references = @./Meshes/shelf_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.286857858391088, 3.660026454726365, 0.9966877860512057) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0001" ( + prepend references = @./Meshes/shelf_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.120095432706581, 2.218451724981313, 1.0127748753695556) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0000" ( + prepend references = @./Meshes/kitchenware_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.286616240501404, 3.687145996093766, 1.005795398437469) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0001" ( + prepend references = @./Meshes/kitchenware_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.254073392166919, 3.7899500193702464, 1.1389820747401886) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0000" ( + prepend references = @./Meshes/other_cooker_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.255074790070245, 3.4903510854658526, 1.0934918289432682) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0001" ( + prepend references = @./Meshes/other_cooker_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.255927183172371, 3.5425067072777625, 1.1036731872582617) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0002" ( + prepend references = @./Meshes/other_cooker_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.219579937464166, 3.581117743239991, 1.097978179987424) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0003" ( + prepend references = @./Meshes/other_cooker_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.077173088074122, 2.769792434705512, 0.8414793853751746) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "knife_0000" ( + prepend references = @./Meshes/knife_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.269218657444792, 3.675018990622903, 1.125115676874758) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "knife_0001" ( + prepend references = @./Meshes/knife_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.269655940834981, 3.7528770196967707, 1.1440095291117434) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "knife_0002" ( + prepend references = @./Meshes/knife_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.244393671945443, 3.7109121153667184, 1.125616538996091) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "range_hood_0000" ( + prepend references = @./Meshes/range_hood_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.163838537245572, 2.760701873921972, 1.437999774659242) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0000" ( + prepend references = @./Meshes/wine_set_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.1230543288829224, 2.254319648743739, 1.0070212590333216) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0010" ( + prepend references = @./Meshes/cabinet_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.143429841429688, 2.832394336539062, 2.099999537499976) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0011" ( + prepend references = @./Meshes/cabinet_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.492506977867188, 2.8323938267578126, 0.4474994989999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0002" ( + prepend references = @./Meshes/ceiling_light_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.2800537109375, 2.91056396484375, 2.4695019462941126) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bedroom_211" + { + def Xform "ornament_0008" ( + prepend references = @./Meshes/ornament_0008.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.4785363770336377, -3.2125490350700745, 0.6071752240305986) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0009" ( + prepend references = @./Meshes/ornament_0009.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.4139257812500001, -3.2935888671875, 0.55009146690404) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0010" ( + prepend references = @./Meshes/ornament_0010.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.4885302829742433, -3.388947753906255, 0.5958909683223881) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0011" ( + prepend references = @./Meshes/ornament_0011.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.3871789581965532, -3.133427476795693, 0.5501959954204879) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0012" ( + prepend references = @./Meshes/ornament_0012.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.3285678596719266, -3.018528656957554, 0.5819920903562219) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0013" ( + prepend references = @./Meshes/ornament_0013.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.3209946965741997, -2.8651717051689953, 0.5623016586303807) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0014" ( + prepend references = @./Meshes/ornament_0014.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.3470501487653177, -2.994131464921185, 0.588103193341122) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0015" ( + prepend references = @./Meshes/ornament_0015.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.4996176182626548, -2.719949581234126, 0.6164956092568883) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0004" ( + prepend references = @./Meshes/cabinet_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.4528722382435733, -3.393362490124609, 0.2625719449164605) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0007" ( + prepend references = @./Meshes/cabinet_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.8295, 1.0623, 1.0843) + double3 xformOp:translate = (3.2828858322144607, -1.4615738143460566, 1.3552727744719462) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0008" ( + prepend references = @./Meshes/cabinet_0008.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (4.168634223455892, -2.1828019739166384, 0.3259525299060956) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0009" ( + prepend references = @./Meshes/cabinet_0009.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.168634224140294, -4.650752718583839, 0.32595252990609547) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0002" ( + prepend references = @./Meshes/table_lamp_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (4.17312706001809, -2.184033728062997, 1.0273068438263153) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0003" ( + prepend references = @./Meshes/table_lamp_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.17312706002171, -4.649518515050505, 1.0273068438263149) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0004" ( + prepend references = @./Meshes/picture_frame_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.36804258, -3.74349399, 1.6080613399999764) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0005" ( + prepend references = @./Meshes/picture_frame_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.36804256, -3.1571975099999996, 1.6080613399999764) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0002" ( + prepend references = @./Meshes/television_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.2731502164529243, -3.458320708063184, 1.3605333210996196) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0000" ( + prepend references = @./Meshes/chandelier_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.6452, 0.6452, 0.6452) + double3 xformOp:translate = (2.7953518769529184, -3.288798670752003, 2.5120354498237547) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0018" ( + prepend references = @./Meshes/pillow_0018.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.9796898499999998, -2.9895302500000005, 0.5253917954882575) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0019" ( + prepend references = @./Meshes/pillow_0019.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.72181834, -3.08987325, 0.43741588440378487) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0020" ( + prepend references = @./Meshes/pillow_0020.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.62867335, -3.4288422400000003, 0.4691735388403083) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0021" ( + prepend references = @./Meshes/pillow_0021.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.75168784, -3.76338374, 0.4506989674975349) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0022" ( + prepend references = @./Meshes/pillow_0022.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.00278285, -3.86400193, 0.5163709962138435) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0023" ( + prepend references = @./Meshes/pillow_0023.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.06393335, -3.01121038, 0.4267598914037849) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0024" ( + prepend references = @./Meshes/pillow_0024.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.06673985, -3.85702838, 0.4242843211596442) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0004" ( + prepend references = @./Meshes/book_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (4.149562660206971, -1.9932305680901292, 0.6938382751582288) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0005" ( + prepend references = @./Meshes/book_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (4.113991294857073, -2.0017609711051056, 0.6736122341153394) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0006" ( + prepend references = @./Meshes/book_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (4.125305114741982, -2.001591919007712, 0.6579409060476521) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0007" ( + prepend references = @./Meshes/book_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.1495626602099085, -4.840322899022911, 0.6938382751582288) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0008" ( + prepend references = @./Meshes/book_0008.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.113991294860592, -4.83179371646663, 0.6736122341153394) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0009" ( + prepend references = @./Meshes/book_0009.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.1253051147432185, -4.831965210023406, 0.6579409060476519) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0000" ( + prepend references = @./Meshes/storage_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.8295, 1.0623, 1.0843) + double3 xformOp:translate = (3.456729888794111, -1.3732180545401007, 2.506487584837234) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0001" ( + prepend references = @./Meshes/storage_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.8295, 1.0623, 1.0843) + double3 xformOp:translate = (3.7461242618295354, -1.3732189267408819, 2.506487551747022) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0002" ( + prepend references = @./Meshes/storage_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.8295, 1.0623, 1.0843) + double3 xformOp:translate = (4.170340551437536, -1.3732179167601044, 2.5064878829469763) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0003" ( + prepend references = @./Meshes/storage_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.8295, 1.0623, 1.0843) + double3 xformOp:translate = (4.009416431254222, -1.5104640306699104, 0.21895780639180318) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0002" ( + prepend references = @./Meshes/spot_light_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.7446087333174831, -1.515721633452236, 2.749992815485687) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0001" ( + prepend references = @./Meshes/bed_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.29149335, -3.3965867600000004, 0.26633774147653877) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "livingroom_270" + { + def Xform "ornament_0016" ( + prepend references = @./Meshes/ornament_0016.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.3644556709475024, -0.4154566375193086, 0.9377287946267623) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0021" ( + prepend references = @./Meshes/ornament_0021.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.5097548561103856, 2.2847847442703437, 0.732970922168977) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0022" ( + prepend references = @./Meshes/ornament_0022.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.9536946449263773, 2.289558536536902, 0.7329713737337635) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0023" ( + prepend references = @./Meshes/ornament_0023.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.9536946067794041, 2.9710282630994125, 0.7329699131815443) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0024" ( + prepend references = @./Meshes/ornament_0024.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.5097550392158616, 2.9662544708327134, 0.7329704830019478) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0025" ( + prepend references = @./Meshes/ornament_0025.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.801100190313145, 1.8201022964850506, 0.9967939133742129) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0026" ( + prepend references = @./Meshes/ornament_0026.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.3692, 1.3692, 1.3692) + double3 xformOp:translate = (0.7883893249133107, 2.5365357354623668, 0.994785792384307) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0027" ( + prepend references = @./Meshes/ornament_0027.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.3692, 1.3692, 1.3692) + double3 xformOp:translate = (0.7883893249129454, 2.505281918533554, 0.9545862243983917) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0028" ( + prepend references = @./Meshes/ornament_0028.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.3692, 1.3692, 1.3692) + double3 xformOp:translate = (0.788389621879906, 2.56395740676202, 0.9545862309272463) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0029" ( + prepend references = @./Meshes/ornament_0029.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.364455670947502, -3.567787918331784, 0.9377287938410613) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0000" ( + prepend references = @./Meshes/chair_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.17265168468179926, 2.9702259622089757, 0.35756245795703695) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0001" ( + prepend references = @./Meshes/chair_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.17265168468179926, 2.1894984231464756, 0.35756245795703695) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0002" ( + prepend references = @./Meshes/chair_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (-1.313987100457035, 2.198231343777621, 0.35756245795703717) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0003" ( + prepend references = @./Meshes/chair_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (-1.313987100457035, 2.978958882840121, 0.35756245795703717) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0001" ( + prepend references = @./Meshes/painting_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.7868, 0.7868, 0.7868) + double3 xformOp:translate = (0.9942669988671701, 2.5224561176081965, 1.679606954520544) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0000" ( + prepend references = @./Meshes/table_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.374705841150687, -0.4160929669843266, 0.283151951328048) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0001" ( + prepend references = @./Meshes/table_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.8987417144751026, -2.0117637940177517, 0.16767709323219518) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0002" ( + prepend references = @./Meshes/table_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.374705841150686, -3.5684239426210205, 0.28315195054234715) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0000" ( + prepend references = @./Meshes/cabinet_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.7545594481793693, -2.083504426327874, 0.3380360412474852) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0005" ( + prepend references = @./Meshes/cabinet_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.8100776781312057, 2.5740851449048803, 0.46437955072443543) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0000" ( + prepend references = @./Meshes/vase_0000.usd@ + ) + { + quatf xformOp:orient = (0.42261812, -0, 0, 0.9063079) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.7767620211613704, -2.122923943194037, 0.5061371855055483) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0001" ( + prepend references = @./Meshes/vase_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.8897978897108338, -2.373509861012552, 0.5061065216065856) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0000" ( + prepend references = @./Meshes/tea_set_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.9444956041037337, -1.6922880878240583, 0.38755748346123886) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0001" ( + prepend references = @./Meshes/tea_set_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.0979974857964077, -1.6496585707420386, 0.36227247295885917) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0002" ( + prepend references = @./Meshes/tea_set_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.1091779515332043, -1.8029083733050149, 0.3620676318221396) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0003" ( + prepend references = @./Meshes/tea_set_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.9542246538753721, -1.836340292392675, 0.3620838032777639) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0004" ( + prepend references = @./Meshes/tea_set_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.3692, 1.3692, 1.3692) + double3 xformOp:translate = (0.8383506920764613, 3.2235431785083324, 1.016325212265046) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0005" ( + prepend references = @./Meshes/tea_set_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.3692, 1.3692, 1.3692) + double3 xformOp:translate = (0.962566515261254, 3.078049499984926, 0.9643751219389559) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0006" ( + prepend references = @./Meshes/tea_set_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.3692, 1.3692, 1.3692) + double3 xformOp:translate = (0.9624838185303745, 3.0778491213763353, 0.9424553646069869) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0007" ( + prepend references = @./Meshes/tea_set_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.3692, 1.3692, 1.3692) + double3 xformOp:translate = (0.852131478894791, 3.004915830734895, 0.9575995634973657) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0008" ( + prepend references = @./Meshes/tea_set_0008.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.3692, 1.3692, 1.3692) + double3 xformOp:translate = (0.8524327713041755, 2.914294014908264, 0.9576133470843495) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0009" ( + prepend references = @./Meshes/tea_set_0009.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.3692, 1.3692, 1.3692) + double3 xformOp:translate = (0.8521314788947184, 2.825619228641018, 0.9575995608858239) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0010" ( + prepend references = @./Meshes/tea_set_0010.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.3692, 1.3692, 1.3692) + double3 xformOp:translate = (0.852432717767774, 2.727525662461092, 0.9576158443712388) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0000" ( + prepend references = @./Meshes/plate_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.1014944496245884, -1.8028979472935274, 0.33093545520418277) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0001" ( + prepend references = @./Meshes/plate_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.0902235527128732, -1.6494986343204712, 0.3311542228769639) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0002" ( + prepend references = @./Meshes/plate_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.9465897026152359, -1.836172157269738, 0.33093645450586967) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0000" ( + prepend references = @./Meshes/flower_0000.usd@ + ) + { + quatf xformOp:orient = (0.42261812, -0, 0, 0.9063079) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.7036946840350871, -2.1475452764563974, 0.7616613848717) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0001" ( + prepend references = @./Meshes/flower_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.8426615477471389, -2.37561928768014, 0.8276971308788524) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0003" ( + prepend references = @./Meshes/flower_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.610456542711354, -3.4061602329018217, 0.6946834110688951) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0000" ( + prepend references = @./Meshes/television_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.6533, 0.6533, 0.6533) + double3 xformOp:translate = (0.9528068090862946, -2.1424234806561437, 1.3875171741998535) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0000" ( + prepend references = @./Meshes/tablecloth_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.46458582541403487, 2.968565959988343, 0.803850577930576) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0001" ( + prepend references = @./Meshes/tablecloth_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.46957534864710126, 2.9600655138784933, 0.7764012562206901) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0002" ( + prepend references = @./Meshes/tablecloth_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.9135148591361767, 2.9772143896022243, 0.7763733698235679) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0003" ( + prepend references = @./Meshes/tablecloth_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.9085257690456201, 2.9687164427545274, 0.8038498493101726) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0004" ( + prepend references = @./Meshes/tablecloth_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.4645857567446589, 2.287096233430483, 0.8038501392401567) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0005" ( + prepend references = @./Meshes/tablecloth_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.4695753677205879, 2.2785982287222377, 0.7763281036774857) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0006" ( + prepend references = @./Meshes/tablecloth_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.9135148705802718, 2.295744674483813, 0.7763852182734512) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0007" ( + prepend references = @./Meshes/tablecloth_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.9085256164567963, 2.2872478300823134, 0.8038501926329862) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0000" ( + prepend references = @./Meshes/bowl_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.5062000292881489, 2.276377015679946, 0.7589179378355871) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0001" ( + prepend references = @./Meshes/bowl_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.9501400452039153, 2.297968737878504, 0.7589176632716945) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0002" ( + prepend references = @./Meshes/bowl_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.9501398639109881, 2.9794361658736377, 0.7589178043960413) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0003" ( + prepend references = @./Meshes/bowl_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.5061997622852061, 2.957844229801678, 0.7589182152850592) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0000" ( + prepend references = @./Meshes/tray_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.5109396362304688, 2.2871728515625, 0.7227430202598258) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0001" ( + prepend references = @./Meshes/tray_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.954879150390625, 2.2871728515625, 0.7227430202598258) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0002" ( + prepend references = @./Meshes/tray_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.954879150390625, 2.9686401367187503, 0.7227430202598258) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0003" ( + prepend references = @./Meshes/tray_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.5109396362304688, 2.9686401367187503, 0.7227430202598258) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0000" ( + prepend references = @./Meshes/chopstick_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.958374610900703, 2.1976881482640263, 0.7415524603876088) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0001" ( + prepend references = @./Meshes/chopstick_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.9582732048039577, 2.208601062777487, 0.7415441601509625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0002" ( + prepend references = @./Meshes/chopstick_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.9582732048039577, 2.8900707893399873, 0.7415441601509625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0003" ( + prepend references = @./Meshes/chopstick_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.9583746528623734, 2.8791554334202654, 0.7415524603876088) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0004" ( + prepend references = @./Meshes/chopstick_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.5144343757632874, 3.0581249485067783, 0.7415526557797772) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0005" ( + prepend references = @./Meshes/chopstick_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.5144343757632874, 2.3766576633505285, 0.7415526557797772) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0006" ( + prepend references = @./Meshes/chopstick_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.5143334770202211, 3.0472121140974027, 0.7415440859350112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0007" ( + prepend references = @./Meshes/chopstick_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.5143334541320372, 2.3657423875349086, 0.7415440859350112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "dining_table_0000" ( + prepend references = @./Meshes/dining_table_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.7230406797574213, 2.6279073179864803, 0.3602213475333753) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0002" ( + prepend references = @./Meshes/chandelier_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 0.7276) + double3 xformOp:translate = (-0.7530410461432189, 2.687905761719703, 2.1188931905303487) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0003" ( + prepend references = @./Meshes/chandelier_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.8325, 0.8325, 0.8325) + double3 xformOp:translate = (-0.8987418515782202, -2.137312471923142, 2.052110249615303) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0000" ( + prepend references = @./Meshes/curtain_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.67600006, 1, 0.7772) + double3 xformOp:translate = (0.3374543033052839, -4.00071359252949, 1.3858510202133987) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0001" ( + prepend references = @./Meshes/curtain_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.67600006, 1, 0.7772) + double3 xformOp:translate = (0.6768634756993323, -3.930069358473397, 1.3998609696038424) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0002" ( + prepend references = @./Meshes/curtain_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.67600006, 1, 0.7772) + double3 xformOp:translate = (-2.1476509275295155, -3.9975813102728823, 1.3858510202133987) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0003" ( + prepend references = @./Meshes/curtain_0003.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.67600006, 1, 0.7772) + double3 xformOp:translate = (-2.4870592403531315, -3.9269350912797605, 1.3985717373258197) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0000" ( + prepend references = @./Meshes/pillow_0000.usd@ + ) + { + token visibility = "inherited" + quatf xformOp:orient = (0.26806515, -0, 0, 0.9634008) + float3 xformOp:scale = (1.000011, 0.8779895, 1) + double3 xformOp:translate = (-1.2477019306250445, -3.6771518055820196, 0.6025681640039715) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "pillow_0000" + { + bool physics:rigidBodyEnabled = 1 + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (0.001, 0.001, 0.001) + double3 xformOp:translate = (0, 0, -0.2170267403125763) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "mesh_0000" + { + double3 xformOp:scale = (1, 1, 1) + + over "SM_Clutter_0000_Part_0000_401" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + uniform bool doubleSided = 0 + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + bool primvars:disableAutoLod = 0 + bool primvars:disableRtSssTransmission = 0 + bool primvars:doNotCastShadows = 0 + bool primvars:enableShadowTerminatorFix = 1 + bool singleSided = 0 + } + } + } + } + } + + def Xform "pillow_0010" ( + prepend references = @./Meshes/pillow_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.95, 0.95, 0.95) + double3 xformOp:translate = (-2.40087613, -2.90914712, 0.7454346923863057) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0011" ( + prepend references = @./Meshes/pillow_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.95, 0.95, 0.95) + double3 xformOp:translate = (-2.38258245, -2.5628574, 0.7410695401649188) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0012" ( + prepend references = @./Meshes/pillow_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.95, 0.95, 0.95) + double3 xformOp:translate = (-2.42298551, -2.1963746800000004, 0.7281144303501728) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0013" ( + prepend references = @./Meshes/pillow_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.95, 0.95, 0.95) + double3 xformOp:translate = (-2.29914367, -1.8921156099999998, 0.7037126880932393) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0014" ( + prepend references = @./Meshes/pillow_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.95, 0.95, 0.95) + double3 xformOp:translate = (-2.37721682, -1.4928087600000002, 0.741069591239919) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0015" ( + prepend references = @./Meshes/pillow_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.95, 0.95, 0.95) + double3 xformOp:translate = (-2.4008784600000004, -1.09901852, 0.7454354462243427) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0016" ( + prepend references = @./Meshes/pillow_0016.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.95, 0.95, 0.95) + double3 xformOp:translate = (-2.27651633, -0.84828033, 0.6484400807247821) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0017" ( + prepend references = @./Meshes/pillow_0017.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.95, 0.95, 0.95) + double3 xformOp:translate = (-2.27651353, -3.17356682, 0.648439169861745) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0000" ( + prepend references = @./Meshes/sofa_0000.usd@ + ) + { + token visibility = "inherited" + quatf xformOp:orient = (0.26806515, -0, 0, 0.9634008) + float3 xformOp:scale = (1.000011, 0.8779895, 1) + double3 xformOp:translate = (-1.1657391471785739, -3.5131042285006835, 0.4359761511182991) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "sofa_0000" + { + token visibility = "inherited" + + over "mesh_0000" + { + token visibility = "inherited" + } + + over "mesh_0001" + { + token visibility = "inherited" + } + + over "mesh_0002" + { + token visibility = "inherited" + } + } + } + } + + def Xform "sofa_0001" ( + prepend references = @./Meshes/sofa_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.95, 0.95, 0.95) + double3 xformOp:translate = (-2.3489966300000003, -2.00547531, 0.4903250636817158) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0000" ( + prepend references = @./Meshes/book_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.7678744773864705, -1.506039421081461, 0.724456382751395) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0001" ( + prepend references = @./Meshes/book_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.7693191909789999, -1.5042153930663016, 0.7072974705686844) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0002" ( + prepend references = @./Meshes/book_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.7693194580078125, -1.50421630859375, 0.6882993478773082) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0003" ( + prepend references = @./Meshes/book_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.788003505705218, 1.883996788005075, 0.9409753682405294) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0000" ( + prepend references = @./Meshes/spot_light_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.5092581941393344, 0.5783923813739189, 2.5425434266283937) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0001" ( + prepend references = @./Meshes/spot_light_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.4611131596486808, -0.023439356561467867, 2.7076184598191104) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bedroom_171" + { + def Xform "ornament_0017" ( + prepend references = @./Meshes/ornament_0017.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.329204517202611, 2.0384379060898494, 0.6602544800946138) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0018" ( + prepend references = @./Meshes/ornament_0018.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.275754337583533, 2.096860426231234, 0.664387767518948) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0019" ( + prepend references = @./Meshes/ornament_0019.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (4.329204517505814, 4.257658284948617, 0.660254480094614) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0020" ( + prepend references = @./Meshes/ornament_0020.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (4.275754337071226, 4.199233324361705, 0.6643877675189481) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0000" ( + prepend references = @./Meshes/painting_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.7868, 0.7868, 0.7868) + double3 xformOp:translate = (4.601760895351545, 3.0348462543269465, 1.977236349051794) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0001" ( + prepend references = @./Meshes/cabinet_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1.0728) + double3 xformOp:translate = (3.5794091796875, 1.4244543457031251, 1.2999994635999321) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0002" ( + prepend references = @./Meshes/cabinet_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.416965895756904, 2.1003005678442155, 0.3120002858242867) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0003" ( + prepend references = @./Meshes/cabinet_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (4.416965897474922, 4.151084777953166, 0.3120002858242867) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0000" ( + prepend references = @./Meshes/table_lamp_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.435316215484695, 2.08198785075469, 0.9985511186850529) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0001" ( + prepend references = @./Meshes/table_lamp_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, 0, 0, -0.7071067) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (4.440110448209098, 4.21040073404532, 0.9994578601595823) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0000" ( + prepend references = @./Meshes/picture_frame_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.358148513769943, 2.194897796937854, 0.724147702888833) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0001" ( + prepend references = @./Meshes/picture_frame_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.318162393576866, 2.313871225360136, 0.7003905541532721) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0002" ( + prepend references = @./Meshes/picture_frame_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (4.332142349301264, 4.069818390194978, 0.7398287789386379) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0003" ( + prepend references = @./Meshes/picture_frame_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (4.24077897071185, 3.9822225246467777, 0.7116858727567879) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0001" ( + prepend references = @./Meshes/television_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.2731502142528244, 3.155163178655566, 1.1119037729589265) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0001" ( + prepend references = @./Meshes/chandelier_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.6452, 0.6452, 0.6452) + double3 xformOp:translate = (3.0123538300779185, 3.172397618310497, 2.5869545673741907) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0004" ( + prepend references = @./Meshes/curtain_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.5982, 0.7772, 0.7772) + double3 xformOp:translate = (1.8406813235438302, 4.54534694688738, 1.3858510202133982) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0005" ( + prepend references = @./Meshes/curtain_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.5982, 0.7772, 0.7772) + double3 xformOp:translate = (1.5403343208509648, 4.490439241300045, 1.3998609696038424) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0006" ( + prepend references = @./Meshes/curtain_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.5982, 0.7772, 0.7772) + double3 xformOp:translate = (4.039778235707996, 4.542910708992603, 1.3858510202133982) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0007" ( + prepend references = @./Meshes/curtain_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.5982, 0.7772, 0.7772) + double3 xformOp:translate = (4.3401259565951085, 4.488006992036982, 1.3985717373258197) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0001" ( + prepend references = @./Meshes/pillow_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.7953, 0.94219995, 1) + double3 xformOp:translate = (4.122112982778601, 3.000835811935332, 0.7275017278769415) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0002" ( + prepend references = @./Meshes/pillow_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.7953, 0.94219995, 1) + double3 xformOp:translate = (4.476937691766834, 2.7662872418659314, 0.8030981803321975) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0003" ( + prepend references = @./Meshes/pillow_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.7953, 0.94219995, 1) + double3 xformOp:translate = (4.122112948372243, 3.3705016665238254, 0.7265759212353775) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0004" ( + prepend references = @./Meshes/pillow_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.7953, 0.94219995, 1) + double3 xformOp:translate = (4.011142412189257, 3.1860326445199822, 0.7344164205507149) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0005" ( + prepend references = @./Meshes/pillow_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.7953, 0.94219995, 1) + double3 xformOp:translate = (4.314928744505674, 3.4374209809156957, 0.7725726847326216) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0006" ( + prepend references = @./Meshes/pillow_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.7953, 0.94219995, 1) + double3 xformOp:translate = (4.2997534320379485, 3.437621133241276, 0.7710909476405488) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0007" ( + prepend references = @./Meshes/pillow_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.7953, 0.94219995, 1) + double3 xformOp:translate = (4.305769795429447, 2.915344642738268, 0.7710442482007807) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0008" ( + prepend references = @./Meshes/pillow_0008.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.7953, 0.94219995, 1) + double3 xformOp:translate = (4.4315012196868, 3.157517818847239, 0.8112628344231314) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0009" ( + prepend references = @./Meshes/pillow_0009.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.7953, 0.94219995, 1) + double3 xformOp:translate = (4.476232764951956, 3.5294885184155147, 0.8032427004158585) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0010" ( + prepend references = @./Meshes/book_0010.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.7953, 0.94219995, 1) + double3 xformOp:translate = (2.8784171740268403, 3.4894939537559155, 0.612847366058896) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0011" ( + prepend references = @./Meshes/book_0011.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.7953, 0.94219995, 1) + double3 xformOp:translate = (2.8677966207552146, 3.4878566687522516, 0.5949631715655861) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0000" ( + prepend references = @./Meshes/bedding_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.7953, 0.94219995, 1) + double3 xformOp:translate = (3.2752656530242854, 3.1534677476362805, 0.36238741660945767) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0000" ( + prepend references = @./Meshes/bed_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (0.7953, 0.9422, 1) + double3 xformOp:translate = (3.6841035900000003, 3.1588300800000004, 0.5409856862909918) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bathroom_191" + { + def Xform "shelf_0002" ( + prepend references = @./Meshes/shelf_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.2023217773437502, -0.9360162353515625, 0.7674824101550001) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0006" ( + prepend references = @./Meshes/cabinet_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.8752, 1, 1) + double3 xformOp:translate = (2.981800916694879, 0.5542456359833727, 0.5969792251586983) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0002" ( + prepend references = @./Meshes/vase_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.8752, 1, 1) + double3 xformOp:translate = (3.369987285498071, 0.615625331878658, 0.9191521415725534) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0002" ( + prepend references = @./Meshes/flower_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.8752, 1, 1) + double3 xformOp:translate = (3.3740065608342222, 0.5987939908643954, 1.0030313643639348) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0000" ( + prepend references = @./Meshes/bathroom_product_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.6118, 0.6118, 1) + double3 xformOp:translate = (3.9640397578185533, 0.6929506809067448, 1.419214678511261) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0001" ( + prepend references = @./Meshes/bathroom_product_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9776, 0.9779, 1.1469) + double3 xformOp:translate = (3.9452513072376565, 0.444327895604838, 1.0770308437511407) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0002" ( + prepend references = @./Meshes/bathroom_product_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.8752, 1, 1) + double3 xformOp:translate = (2.9872651402190478, 0.7644152677732143, 1.0259915563566917) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "closestool_0000" ( + prepend references = @./Meshes/closestool_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.8254297638075525, -0.6715619197414548, 0.3382050322210546) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "electric_appliance_0000" ( + prepend references = @./Meshes/electric_appliance_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.3634448240448944, -0.17302034760007867, 2.4883727118022505) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "mirror_0000" ( + prepend references = @./Meshes/mirror_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.8752, 1, 1) + double3 xformOp:translate = (2.98179931640625, 0.8444537353515625, 1.6275967865004473) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "basin_0000" ( + prepend references = @./Meshes/basin_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.8752, 1, 1) + double3 xformOp:translate = (2.98715576171875, 0.5581817626953125, 0.8938653065835216) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "wall" + { + def Xform "wall_0000" ( + prepend references = @./Meshes/wall_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.921, 1, 0.9269) + double3 xformOp:translate = (1.093380836963655, -2.1261157226562237, 1.1586445560811989) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0001" ( + prepend references = @./Meshes/wall_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.9496, 1, 0.92530006) + double3 xformOp:translate = (-2.7922419382334516, -2.066907201959223, 1.2999995373499549) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0002" ( + prepend references = @./Meshes/wall_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.9208, 1, 0.92530006) + double3 xformOp:translate = (0.9947594045399936, -2.126565391021725, 1.2999995373499549) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0003" ( + prepend references = @./Meshes/wall_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9474, 1, 1) + double3 xformOp:translate = (4.37537841796875, -3.3992724609375, 1.2999994999999687) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0004" ( + prepend references = @./Meshes/wall_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.1357599999999999, -2.74878144, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0005" ( + prepend references = @./Meshes/wall_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.93244495, 1.013452, 1.3999954577634344) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0006" ( + prepend references = @./Meshes/wall_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.4721701000000005, 2.83239494, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_5ad412d54a4d2c17213bd00d" + { + over "MI_54f7dbcae4b0c3e73e2e7ba5" + { + float inputs:IsMetallicTex = 0 + float4 inputs:Specular_Color = (0.5, 0.5, 0.5, 1) + } + } + } + } + + def Xform "wall_0007" ( + prepend references = @./Meshes/wall_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.1357599999999999, 2.85618191, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0008" ( + prepend references = @./Meshes/wall_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.49638, -2.13614994, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0009" ( + prepend references = @./Meshes/wall_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.93244495, 4.69890991, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0010" ( + prepend references = @./Meshes/wall_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.81606499, -1.07986, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0011" ( + prepend references = @./Meshes/wall_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.72912994, 2.85618191, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0012" ( + prepend references = @./Meshes/wall_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.73270504, 4.25135986, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_5ad412d54a4d2c17213bd00d" + { + over "MI_54f7dbcae4b0c3e73e2e7ba5" + { + float inputs:IsMetallicTex = 0 + float4 inputs:Specular_Color = (0.5, 0.5, 0.5, 1) + } + } + } + } + + def Xform "wall_0013" ( + prepend references = @./Meshes/wall_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.39667999, -0.033264999999999996, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0014" ( + prepend references = @./Meshes/wall_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.92424011, -2.1865570500000002, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0015" ( + prepend references = @./Meshes/wall_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.57283997, 2.77233498, 1.399979150206782) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0016" ( + prepend references = @./Meshes/wall_0016.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.95874004, -4.15230011, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0017" ( + prepend references = @./Meshes/wall_0017.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.3891200300000004, -0.22081351000000002, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0018" ( + prepend references = @./Meshes/wall_0018.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.55250504, 1.41343002, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_5ad412d54a4d2c17213bd00d" + { + over "MI_54f7dbcae4b0c3e73e2e7ba5" + { + float inputs:IsMetallicTex = 0 + float4 inputs:Specular_Color = (0.5, 0.5, 0.5, 1) + } + } + } + } + + def Xform "wall_0019" ( + prepend references = @./Meshes/wall_0019.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.85399994, 0.53630852, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0020" ( + prepend references = @./Meshes/wall_0020.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.81606998, -5.14774994, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "ceiling" + { + def Xform "ceiling_0000" ( + prepend references = @./Meshes/ceiling_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.5033, 0.67340004, 0.5965) + double3 xformOp:translate = (2.9340234375, 3.049208984375, 2.6999997017499853) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0001" ( + prepend references = @./Meshes/ceiling_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.5252, 0.71570003, 0.5965) + double3 xformOp:translate = (-0.7531463623046876, 2.71045654296875, 2.699999701749985) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0002" ( + prepend references = @./Meshes/ceiling_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.467, 0.8212, 0.5965) + double3 xformOp:translate = (2.81295654296875, -3.400908203125, 2.6999997017499853) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0003" ( + prepend references = @./Meshes/ceiling_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.7203, 0.8662, 0.9518) + double3 xformOp:translate = (-0.89709716796875, -1.9885008722083695, 2.6744735987147403) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0004" ( + prepend references = @./Meshes/ceiling_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.7203, 0.871, 0.9518) + double3 xformOp:translate = (-0.89709716796875, -1.978214912840267, 2.6744735987147408) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0005" ( + prepend references = @./Meshes/ceiling_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.93244389, 2.85618266, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0006" ( + prepend references = @./Meshes/ceiling_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.81606791, -3.08380766, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0007" ( + prepend references = @./Meshes/ceiling_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.69866188, 0.04953076000000001, 2.60000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0008" ( + prepend references = @./Meshes/ceiling_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.4925066399999998, 2.83239409, 2.5000000399999998) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0009" ( + prepend references = @./Meshes/ceiling_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.4210291, -0.06320517, 2.5000000399999998) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0010" ( + prepend references = @./Meshes/ceiling_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.13297501, -0.22441986, 2.85) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "floor" + { + def Xform "floor_0000" ( + prepend references = @./Meshes/floor_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.13297501, -0.22441986, -0.30000500000023755) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0001" ( + prepend references = @./Meshes/floor_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.93244389, 2.85618266, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0002" ( + prepend references = @./Meshes/floor_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.4925064, 2.8323935999999996, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0003" ( + prepend references = @./Meshes/floor_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.81606791, -3.08380766, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0004" ( + prepend references = @./Meshes/floor_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.4210288600000003, -0.06320508, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0005" ( + prepend references = @./Meshes/floor_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.6986606500000001, 0.04953076000000001, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "other" + { + def Xform "doorsill_0000" ( + prepend references = @./Meshes/doorsill_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.8540043300000004, 0.522428, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0001" ( + prepend references = @./Meshes/doorsill_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.69125906, 1.00445406, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0002" ( + prepend references = @./Meshes/doorsill_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.69125906, -1.07086415, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0003" ( + prepend references = @./Meshes/doorsill_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.5728412200000004, 2.58342948, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0004" ( + prepend references = @./Meshes/doorsill_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.39668107, -0.41086351, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0000" ( + prepend references = @./Meshes/window_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.6932397299999999, 4.3008745, 1.7414995299999767) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0001" ( + prepend references = @./Meshes/window_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3328414900000003, 4.3008745, 1.4999995299999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0002" ( + prepend references = @./Meshes/window_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.55707628, -0.50086431, 1.4999995299999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0003" ( + prepend references = @./Meshes/window_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.9181299000000003, 4.75742754, 1.7414995299999767) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0004" ( + prepend references = @./Meshes/window_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.8042432100000001, -4.118743579999999, 1.4999995299999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0005" ( + prepend references = @./Meshes/window_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.84676024, -5.3792511, 1.5219995299999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "door_0000" ( + prepend references = @./Meshes/door_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.57284158, 2.58342992, 1.0497494999999764) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0000" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0001" ( + prepend references = @./Meshes/door_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.83619461, 0.52242854, 1.0679994929999768) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0001" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0002" ( + prepend references = @./Meshes/door_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.41981058, -0.41086427000000003, 1.0704995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0002" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0003" ( + prepend references = @./Meshes/door_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.6912592100000001, 1.0268292300000001, 1.0829995019999763) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0003" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0004" ( + prepend references = @./Meshes/door_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.6912594200000002, -1.09066317, 1.0829995019999763) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0004" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + } + } + + def "Rendering" + { + def "Lights" + { + def DistantLight "DirectionalLight" + { + float angle = 0.5357 + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + color3f color = (1, 1, 1) + float colorTemperature = 6500 + bool enableColorTemperature = 0 + float inputs:angle = 1 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 1989.4366 + bool inputs:normalize = 0 + float inputs:specular = 1 + float intensity = 1989.4366 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DistantLight" + uniform token purpose = "default" + token visibility = "inherited" + bool visibleInPrimaryRay = 0 + quatd xformOp:orient = (0.8229184972973739, 0.524256921838158, 0.11766719526875867, 0.1847004544341882) + double3 xformOp:scale = (2.5, 2.5, 2.5) + double3 xformOp:translate = (-0.27590030409527894, -0.8201913474420733, 1.2008686937054598) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def DomeLight "DomeLight" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float guideRadius = 100000 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 1000 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 1 + asset inputs:texture:file = @./limpopo_golf_course_4k.hdr@ + token inputs:texture:format = "latlong" + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DomeLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0, 0, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def RectLight "RectLight" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float3[] extent = [(-50, -50, -0), (50, 50, 0)] + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 1 + float inputs:height = 1 + float inputs:intensity = 3000 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 0 + asset inputs:texture:file + float inputs:width = 1 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "RectLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (0.7071067811865475, 0.7071067811865476, 0, 0) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.8669036644739202, -3.9238920312877066, 1.5266417814139615) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } +} + diff --git a/kujiale_0032/limpopo_golf_course_4k.hdr b/kujiale_0032/limpopo_golf_course_4k.hdr new file mode 100644 index 0000000000000000000000000000000000000000..69a8064f5ce4ae974f68c4a95a85731b92b82c23 --- /dev/null +++ b/kujiale_0032/limpopo_golf_course_4k.hdr @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d8c4f77cd64dae23dc7cc32665b6bcbc370716d3c99e255bf9359b6225862f36 +size 26179131 diff --git a/kujiale_0032/rooms.json b/kujiale_0032/rooms.json new file mode 100644 index 0000000000000000000000000000000000000000..801112d835a6a64757de738058e83842c410aeb2 --- /dev/null +++ b/kujiale_0032/rooms.json @@ -0,0 +1 @@ +[{"room_type": "living room", "polygon": [[1.0067593994140625, -0.22081385803222656], [1.2467593994140624, -0.22081385803222656], [1.2467593994140624, -1.0108642578125], [2.33668115234375, -1.0108642578125], [2.33668115234375, 0.8844540405273438], [1.0067593994140625, 0.8844540405273438], [1.0067593994140625, 4.1313583984375], [-2.51284130859375, 4.1313583984375], [-2.51284130859375, 1.2934300537109376], [-3.73400439453125, 1.2934300537109376], [-3.73400439453125, -0.10081385803222656], [-2.804242919921875, -0.10081385803222656], [-2.804242919921875, -4.032296875], [1.0067593994140625, -4.032296875], [1.0067593994140625, -1.0708642578125]]}, {"room_type": "bedroom", "polygon": [[2.39668115234375, -1.1308642578125], [1.2467593994140624, -1.1308642578125], [1.2467593994140624, -4.152296875], [1.2467593994140624, -5.0367509765625], [4.38537744140625, -5.0367509765625], [4.38537744140625, -1.1308642578125]]}, {"room_type": "bedroom", "polygon": [[4.61812939453125, 1.1244541015625], [4.61812939453125, 4.5879111328125], [1.2467593994140624, 4.5879111328125], [1.2467593994140624, 4.2513583984375005], [1.2467593994140624, 1.1244541015625], [2.39668115234375, 1.1244541015625], [4.50537744140625, 1.1244541015625]]}, {"room_type": "kitchen", "polygon": [[-4.35217236328125, 1.5334300537109375], [-3.85400439453125, 1.5334300537109375], [-2.63284130859375, 1.5334300537109375], [-2.63284130859375, 4.1313583984375], [-4.35217236328125, 4.1313583984375]]}, {"room_type": "bathroom", "polygon": [[4.38537744140625, 0.8844540405273438], [2.45668115234375, 0.8844540405273438], [2.45668115234375, -1.0108642578125], [4.38537744140625, -1.0108642578125]]}] \ No newline at end of file diff --git a/kujiale_0033/.thumbs/256x256/kujiale_0033.usda.png b/kujiale_0033/.thumbs/256x256/kujiale_0033.usda.png new file mode 100644 index 0000000000000000000000000000000000000000..767751679938c4046c59e4f125a66795cced66f2 --- /dev/null +++ b/kujiale_0033/.thumbs/256x256/kujiale_0033.usda.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:4c0144a1dba2b2b8402b0b2c7b6f3348e8af6c0dfb774856d138efdcda0d9a02 +size 121242 diff --git a/kujiale_0033/Materials/BasicShapeMaterial.mdl b/kujiale_0033/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/kujiale_0033/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0033/Materials/MI_55caf569e4b087b12ca7ea3d.mdl b/kujiale_0033/Materials/MI_55caf569e4b087b12ca7ea3d.mdl new file mode 100644 index 0000000000000000000000000000000000000000..2f313873ea1d795f1108283d4ef6b27ea28ef5a6 --- /dev/null +++ b/kujiale_0033/Materials/MI_55caf569e4b087b12ca7ea3d.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_55caf569e4b087b12ca7ea3d( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0033/Materials/MI_55caf569e4b087b12ca7ea3f.mdl b/kujiale_0033/Materials/MI_55caf569e4b087b12ca7ea3f.mdl new file mode 100644 index 0000000000000000000000000000000000000000..145283b24b9ead92cfbb8d25a1c1391f1308b9d1 --- /dev/null +++ b/kujiale_0033/Materials/MI_55caf569e4b087b12ca7ea3f.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_55caf569e4b087b12ca7ea3f( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0033/Materials/MI_55caf56ae4b087b12ca7ea41.mdl b/kujiale_0033/Materials/MI_55caf56ae4b087b12ca7ea41.mdl new file mode 100644 index 0000000000000000000000000000000000000000..c6d21032def6cfa6cd5b6f54396e93cad22bb447 --- /dev/null +++ b/kujiale_0033/Materials/MI_55caf56ae4b087b12ca7ea41.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_55caf56ae4b087b12ca7ea41( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0033/Materials/MI_Furniture_Fabric_sjfvbjpc_2K1.mdl b/kujiale_0033/Materials/MI_Furniture_Fabric_sjfvbjpc_2K1.mdl new file mode 100644 index 0000000000000000000000000000000000000000..11129f5460c9a9e2a6db6830523147a2bd30487a --- /dev/null +++ b/kujiale_0033/Materials/MI_Furniture_Fabric_sjfvbjpc_2K1.mdl @@ -0,0 +1,188 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_Furniture_Fabric_sjfvbjpc_2K1( + float4 Tiling_Offset = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Tiling/Offset"), + anno::ui_order(2), + anno::in_group("00 - Global") + ]], + float RotationAngle = 0.0 + [[ + anno::display_name("Rotation Angle"), + anno::ui_order(3), + anno::in_group("00 - Global") + ]], + uniform texture_2d Normal = texture_2d("./Textures/Placeholder_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal"), + anno::ui_order(3), + anno::in_group("07 - Texture Maps"), + sampler_normal() + ]], + float NormalStrength = 1.0 + [[ + anno::display_name("Normal Strength"), + anno::ui_order(32), + anno::in_group("05 - Normal") + ]], + uniform texture_2d Albedo = texture_2d("./Textures/DefaultDiffuse.png",::tex::gamma_srgb) + [[ + anno::display_name("Albedo"), + anno::in_group("07 - Texture Maps"), + sampler_color() + ]], + float4 AlbedoControls = float4(1.0,1.0,1.0,0.0) + [[ + anno::display_name("Albedo Controls"), + anno::ui_order(32), + anno::in_group("01 - Albedo") + ]], + float4 AlbedoTint = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Albedo Tint"), + anno::ui_order(1), + anno::in_group("01 - Albedo") + ]], + float4 MetallicControls = float4(1.0,0.0,1.0,1.0) + [[ + anno::display_name("Metallic Controls"), + anno::ui_order(32), + anno::in_group("02 - Metallic") + ]], + uniform texture_2d Metalness = texture_2d("./Textures/BlackPlaceholder.png",::tex::gamma_linear) + [[ + anno::display_name("Metalness"), + anno::ui_order(1), + anno::in_group("07 - Texture Maps"), + sampler_color() + ]], + float BaseSpecular = 0.5 + [[ + anno::display_name("Base Specular"), + anno::ui_order(1), + anno::in_group("03 - Specular") + ]], + float4 Specular_Desaturation = float4(0.5,0.5,0.5,1.0) + [[ + anno::display_name("Specular - Desaturation"), + anno::ui_order(2), + anno::in_group("03 - Specular") + ]], + float SpecularFromAlbedoOverride = 0.0 + [[ + anno::display_name("Specular From Albedo Override"), + anno::ui_order(32), + anno::in_group("03 - Specular") + ]], + float MinRoughness = 0.0 + [[ + anno::display_name("Min Roughness"), + anno::ui_order(32), + anno::in_group("04 - Roughness") + ]], + float MaxRoughness = 1.0 + [[ + anno::display_name("Max Roughness"), + anno::ui_order(1), + anno::in_group("04 - Roughness") + ]], + uniform texture_2d ARD = texture_2d("./Textures/WhitePlaceholder.png",::tex::gamma_linear) + [[ + anno::display_name("ARD"), + anno::description("AO/R/D"), + anno::ui_order(2), + anno::in_group("07 - Texture Maps"), + sampler_color() + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float Local0 = (0.0 * -1.0); + float2 Local1 = (float2(Tiling_Offset.x,Tiling_Offset.y) / 2.0); + float2 Local2 = (Local1 + float2(Tiling_Offset.z,Tiling_Offset.w)); + float2 Local3 = (Local2 * -1.0); + float2 Local4 = (CustomizedUV0_mdl * float2(Tiling_Offset.x,Tiling_Offset.y)); + float2 Local5 = (Local4 + float2(Tiling_Offset.z,Tiling_Offset.w)); + float2 Local6 = (Local3 + Local5); + float Local7 = (RotationAngle * 6.283185); + float Local8 = math::cos(Local7); + float Local9 = math::sin(Local7); + float Local10 = (Local9 * -1.0); + float Local11 = math::dot(Local6, float2(Local8,Local10)); + float Local12 = math::dot(Local6, float2(Local9,Local8)); + float2 Local13 = (Local2 + float2(Local11,Local12)); + float4 Local14 = ::unpack_normal_map(tex::lookup_float4(Normal,float2(Local13.x,1.0-Local13.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local15 = (float2(float3(Local14.x,Local14.y,Local14.z).x,float3(Local14.x,Local14.y,Local14.z).y) * NormalStrength); + float2 Local16 = (Local0 + Local15); + float Local17 = (RotationAngle * -1.0); + float Local18 = (Local17 * 6.283185); + float Local19 = math::cos(Local18); + float Local20 = math::sin(Local18); + float Local21 = (Local20 * -1.0); + float Local22 = math::dot(Local16, float2(Local19,Local21)); + float Local23 = math::dot(Local16, float2(Local20,Local19)); + float2 Local24 = (0.0 + float2(Local22,Local23)); + + float3 Normal_mdl = float3(Local24.x,Local24.y,float3(Local14.x,Local14.y,Local14.z).z); + + float4 Local25 = tex::lookup_float4(Albedo,float2(Local13.x,1.0-Local13.y),tex::wrap_repeat,tex::wrap_repeat); + float Local26 = math::dot(float3(Local25.x,Local25.y,Local25.z), float3(0.3,0.59,0.11)); + float Local27 = (1.0 - AlbedoControls.x); + float3 Local28 = math::lerp(float3(Local25.x,Local25.y,Local25.z),float3(Local26,Local26,Local26),Local27); + float3 Local29 = (Local28 * AlbedoControls.y); + float3 Local30 = (Local29 * float3(AlbedoTint.x,AlbedoTint.y,AlbedoTint.z)); + float3 Local31 = math::pow(math::max(Local30,float3(0.000001)),float3(AlbedoControls.z,AlbedoControls.z,AlbedoControls.z)); + float4 Local32 = tex::lookup_float4(Metalness,float2(Local13.x,1.0-Local13.y),tex::wrap_repeat,tex::wrap_repeat); + float Local33 = (float3(Local32.x,Local32.y,Local32.z).x * MetallicControls.z); + float Local34 = math::round(MetallicControls.x); + float Local35 = math::lerp(MetallicControls.y,Local33,Local34); + float Local36 = math::dot(float3(Local25.x,Local25.y,Local25.z), float3(Specular_Desaturation.x,Specular_Desaturation.y,Specular_Desaturation.z)); + float Local37 = math::saturate(Local36); + float Local38 = (Local37 * 0.5); + float Local39 = math::lerp(BaseSpecular,Local38,SpecularFromAlbedoOverride); + float4 Local40 = tex::lookup_float4(ARD,float2(Local13.x,1.0-Local13.y),tex::wrap_repeat,tex::wrap_repeat); + float Local41 = math::lerp(MinRoughness,MaxRoughness,Local40.y); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local31; + float Metallic_mdl = Local35; + float Specular_mdl = Local39; + float Roughness_mdl = Local41; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0033/Materials/MI_Furniture_Fabric_sjfvdgbc_2K.mdl b/kujiale_0033/Materials/MI_Furniture_Fabric_sjfvdgbc_2K.mdl new file mode 100644 index 0000000000000000000000000000000000000000..63c33a856b2404cfec251ccc7453119af43f4ee1 --- /dev/null +++ b/kujiale_0033/Materials/MI_Furniture_Fabric_sjfvdgbc_2K.mdl @@ -0,0 +1,188 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_Furniture_Fabric_sjfvdgbc_2K( + float4 Tiling_Offset = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Tiling/Offset"), + anno::ui_order(2), + anno::in_group("00 - Global") + ]], + float RotationAngle = 0.0 + [[ + anno::display_name("Rotation Angle"), + anno::ui_order(3), + anno::in_group("00 - Global") + ]], + uniform texture_2d Normal = texture_2d("./Textures/Placeholder_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal"), + anno::ui_order(3), + anno::in_group("07 - Texture Maps"), + sampler_normal() + ]], + float NormalStrength = 1.0 + [[ + anno::display_name("Normal Strength"), + anno::ui_order(32), + anno::in_group("05 - Normal") + ]], + uniform texture_2d Albedo = texture_2d("./Textures/DefaultDiffuse.png",::tex::gamma_srgb) + [[ + anno::display_name("Albedo"), + anno::in_group("07 - Texture Maps"), + sampler_color() + ]], + float4 AlbedoControls = float4(1.0,1.0,1.0,0.0) + [[ + anno::display_name("Albedo Controls"), + anno::ui_order(32), + anno::in_group("01 - Albedo") + ]], + float4 AlbedoTint = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Albedo Tint"), + anno::ui_order(1), + anno::in_group("01 - Albedo") + ]], + float4 MetallicControls = float4(1.0,0.0,1.0,1.0) + [[ + anno::display_name("Metallic Controls"), + anno::ui_order(32), + anno::in_group("02 - Metallic") + ]], + uniform texture_2d Metalness = texture_2d("./Textures/BlackPlaceholder.png",::tex::gamma_linear) + [[ + anno::display_name("Metalness"), + anno::ui_order(1), + anno::in_group("07 - Texture Maps"), + sampler_color() + ]], + float BaseSpecular = 0.5 + [[ + anno::display_name("Base Specular"), + anno::ui_order(1), + anno::in_group("03 - Specular") + ]], + float4 Specular_Desaturation = float4(0.5,0.5,0.5,1.0) + [[ + anno::display_name("Specular - Desaturation"), + anno::ui_order(2), + anno::in_group("03 - Specular") + ]], + float SpecularFromAlbedoOverride = 0.0 + [[ + anno::display_name("Specular From Albedo Override"), + anno::ui_order(32), + anno::in_group("03 - Specular") + ]], + float MinRoughness = 0.0 + [[ + anno::display_name("Min Roughness"), + anno::ui_order(32), + anno::in_group("04 - Roughness") + ]], + float MaxRoughness = 1.0 + [[ + anno::display_name("Max Roughness"), + anno::ui_order(1), + anno::in_group("04 - Roughness") + ]], + uniform texture_2d ARD = texture_2d("./Textures/WhitePlaceholder.png",::tex::gamma_linear) + [[ + anno::display_name("ARD"), + anno::description("AO/R/D"), + anno::ui_order(2), + anno::in_group("07 - Texture Maps"), + sampler_color() + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float Local0 = (0.0 * -1.0); + float2 Local1 = (float2(Tiling_Offset.x,Tiling_Offset.y) / 2.0); + float2 Local2 = (Local1 + float2(Tiling_Offset.z,Tiling_Offset.w)); + float2 Local3 = (Local2 * -1.0); + float2 Local4 = (CustomizedUV0_mdl * float2(Tiling_Offset.x,Tiling_Offset.y)); + float2 Local5 = (Local4 + float2(Tiling_Offset.z,Tiling_Offset.w)); + float2 Local6 = (Local3 + Local5); + float Local7 = (RotationAngle * 6.283185); + float Local8 = math::cos(Local7); + float Local9 = math::sin(Local7); + float Local10 = (Local9 * -1.0); + float Local11 = math::dot(Local6, float2(Local8,Local10)); + float Local12 = math::dot(Local6, float2(Local9,Local8)); + float2 Local13 = (Local2 + float2(Local11,Local12)); + float4 Local14 = ::unpack_normal_map(tex::lookup_float4(Normal,float2(Local13.x,1.0-Local13.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local15 = (float2(float3(Local14.x,Local14.y,Local14.z).x,float3(Local14.x,Local14.y,Local14.z).y) * NormalStrength); + float2 Local16 = (Local0 + Local15); + float Local17 = (RotationAngle * -1.0); + float Local18 = (Local17 * 6.283185); + float Local19 = math::cos(Local18); + float Local20 = math::sin(Local18); + float Local21 = (Local20 * -1.0); + float Local22 = math::dot(Local16, float2(Local19,Local21)); + float Local23 = math::dot(Local16, float2(Local20,Local19)); + float2 Local24 = (0.0 + float2(Local22,Local23)); + + float3 Normal_mdl = float3(Local24.x,Local24.y,float3(Local14.x,Local14.y,Local14.z).z); + + float4 Local25 = tex::lookup_float4(Albedo,float2(Local13.x,1.0-Local13.y),tex::wrap_repeat,tex::wrap_repeat); + float Local26 = math::dot(float3(Local25.x,Local25.y,Local25.z), float3(0.3,0.59,0.11)); + float Local27 = (1.0 - AlbedoControls.x); + float3 Local28 = math::lerp(float3(Local25.x,Local25.y,Local25.z),float3(Local26,Local26,Local26),Local27); + float3 Local29 = (Local28 * AlbedoControls.y); + float3 Local30 = (Local29 * float3(AlbedoTint.x,AlbedoTint.y,AlbedoTint.z)); + float3 Local31 = math::pow(math::max(Local30,float3(0.000001)),float3(AlbedoControls.z,AlbedoControls.z,AlbedoControls.z)); + float4 Local32 = tex::lookup_float4(Metalness,float2(Local13.x,1.0-Local13.y),tex::wrap_repeat,tex::wrap_repeat); + float Local33 = (float3(Local32.x,Local32.y,Local32.z).x * MetallicControls.z); + float Local34 = math::round(MetallicControls.x); + float Local35 = math::lerp(MetallicControls.y,Local33,Local34); + float Local36 = math::dot(float3(Local25.x,Local25.y,Local25.z), float3(Specular_Desaturation.x,Specular_Desaturation.y,Specular_Desaturation.z)); + float Local37 = math::saturate(Local36); + float Local38 = (Local37 * 0.5); + float Local39 = math::lerp(BaseSpecular,Local38,SpecularFromAlbedoOverride); + float4 Local40 = tex::lookup_float4(ARD,float2(Local13.x,1.0-Local13.y),tex::wrap_repeat,tex::wrap_repeat); + float Local41 = math::lerp(MinRoughness,MaxRoughness,Local40.y); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local31; + float Metallic_mdl = Local35; + float Specular_mdl = Local39; + float Roughness_mdl = Local41; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0033/Materials/M_BaseMaterial.mdl b/kujiale_0033/Materials/M_BaseMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ed00d16934cd045cadecb7db4bb5dd5ddc8dd3e7 --- /dev/null +++ b/kujiale_0033/Materials/M_BaseMaterial.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0033/Materials/M_BaseMaterial_twosided.mdl b/kujiale_0033/Materials/M_BaseMaterial_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..34a066551136042c8b515bc0777c0e436c62c466 --- /dev/null +++ b/kujiale_0033/Materials/M_BaseMaterial_twosided.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_twosided( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0033/Materials/M_BaseMaterial_v2.mdl b/kujiale_0033/Materials/M_BaseMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..154aecae651add78223e5fe6138f215211f152d3 --- /dev/null +++ b/kujiale_0033/Materials/M_BaseMaterial_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0033/Materials/M_BaseMaterial_v2_twosided.mdl b/kujiale_0033/Materials/M_BaseMaterial_v2_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7d90fc45fb437460e27004b226156b66a976f877 --- /dev/null +++ b/kujiale_0033/Materials/M_BaseMaterial_v2_twosided.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2_twosided( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0033/Materials/M_TranslucentMaterial.mdl b/kujiale_0033/Materials/M_TranslucentMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..0452d78794ea94cb1040fdf3244e688785b52118 --- /dev/null +++ b/kujiale_0033/Materials/M_TranslucentMaterial.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0033/Materials/M_TranslucentMaterial_v2.mdl b/kujiale_0033/Materials/M_TranslucentMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..6cef6519dd94a7d9f305169cecdb1d5512581737 --- /dev/null +++ b/kujiale_0033/Materials/M_TranslucentMaterial_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0033/Materials/OmniUe4Base.mdl b/kujiale_0033/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a441fbaf28040302c7aaabfbcf14b24a85bdf643 --- /dev/null +++ b/kujiale_0033/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/kujiale_0033/Materials/OmniUe4Function.mdl b/kujiale_0033/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..84f4f0da48ff31d03ee611373fe3a4d2e04c9079 --- /dev/null +++ b/kujiale_0033/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/kujiale_0033/Materials/OmniUe4Translucent.mdl b/kujiale_0033/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..483a83004b8f7d5bf820a7905d06ea2d7d5894af --- /dev/null +++ b/kujiale_0033/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/kujiale_0033/Materials/Textures/BlackPlaceholder.png b/kujiale_0033/Materials/Textures/BlackPlaceholder.png new file mode 100644 index 0000000000000000000000000000000000000000..cf498a3f19c07112845752ecd2523a666d8d13b5 --- /dev/null +++ b/kujiale_0033/Materials/Textures/BlackPlaceholder.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid 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b/kujiale_0033/Materials/WorldGridMaterial.mdl @@ -0,0 +1,77 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float Local19 = math::lerp(0.0,0.5,Local12.y); + float Local20 = math::lerp(0.7,1.0,Local9.y); + float Local21 = math::lerp(Local20,1.0,0.0); + float Local22 = (Local21 * 1.0); + float Local23 = (Local19 + Local22); + float Local24 = math::min(math::max(Local23,0.0),1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local18,Local18,Local18); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Local24; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + 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b/kujiale_0033/kujiale_0033.usda new file mode 100644 index 0000000000000000000000000000000000000000..9cb3dda093837d258f684cf2cabe633fa6159647 --- /dev/null +++ b/kujiale_0033/kujiale_0033.usda @@ -0,0 +1,3922 @@ +#usda 1.0 +( + customLayerData = { + dictionary cameraSettings = { + dictionary Front = { + double3 position = (500, 0, 0) + double radius = 5 + } + dictionary Perspective = { + double3 position = (2.138213045002864, 4.885503537418949, 1.4440081217797627) + double3 target = (1.8751562720448254, 5.11131789226027, 1.4234423634021325) + } + dictionary Right = { + double3 position = (0, -500, 0) + double radius = 5 + } + dictionary Top = { + double3 position = (0, 0, 500) + double radius = 5 + } + string boundCamera = "/OmniverseKit_Persp" + } + dictionary omni_layer = { + string authoring_layer = "./kujiale_0033.usda" + } + dictionary renderSettings = { + double "rtx:post:tonemap:cm2Factor" = 1.9999999552965164 + double "rtx:post:tonemap:exposureTime" = 0.000016666666851961054 + double "rtx:post:tonemap:fNumber" = 2.799999952316284 + double "rtx:post:tonemap:filmIso" = 60000 + double "rtx:reflections:maxRoughness" = 1 + } + } + defaultPrim = "Root" + metersPerUnit = 1 + upAxis = "Z" +) + +def Xform "Root" +{ + def Scope "Meshes" + { + def Scope "kitchen_2407" + { + def Xform "kitchenware_0000" ( + prepend references = @./Meshes/kitchenware_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.137819919585819, 3.4928192596428915, 0.8572044903832723) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0001" ( + prepend references = @./Meshes/kitchenware_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.192041023254431, 3.4341186437557334, 0.8535925604970385) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0002" ( + prepend references = @./Meshes/kitchenware_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.270334657332308, 1.4885671744144215, 0.9547962626260943) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0000" ( + prepend references = @./Meshes/tray_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.21122802734375, 3.6587773590087966, 0.8612770050734382) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0000" ( + prepend references = @./Meshes/bathroom_product_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.2677963695513537, 1.540921188883266, 1.008863250640404) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "basin_0000" ( + prepend references = @./Meshes/basin_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.3049257659681315, 1.6269336470881144, 0.740231559672822) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0000" ( + prepend references = @./Meshes/shelf_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.0649224472005967, 1.6278479537975152, 0.8103465232827725) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0001" ( + prepend references = @./Meshes/shelf_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.351146306890104, 2.0099839401110327, 0.9310166157811263) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0000" ( + prepend references = @./Meshes/tea_set_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.079533048651034, 4.116697973250451, 0.8864545027955014) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0001" ( + prepend references = @./Meshes/tea_set_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.023637052557284, 4.276815629958222, 0.8864544951661067) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0002" ( + prepend references = @./Meshes/tea_set_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.235666496296755, 4.265953415039684, 0.9659962811648883) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0000" ( + prepend references = @./Meshes/cup_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.379145528793336, 4.146997110366822, 0.9210753860471714) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0000" ( + prepend references = @./Meshes/plate_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.071237983703616, 4.120568508152081, 0.8561775932218786) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0001" ( + prepend references = @./Meshes/plate_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.015341388702386, 4.28068694686349, 0.856204862184472) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0000" ( + prepend references = @./Meshes/other_cooker_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.180905647278753, 2.8785756378173004, 0.8462850704191521) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "knife_0005" ( + prepend references = @./Meshes/knife_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.297424680716977, 1.513567301401858, 1.0102029694653536) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "knife_0006" ( + prepend references = @./Meshes/knife_0006.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.36143736837391, 1.4885435775794005, 1.014972722285421) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "knife_0007" ( + prepend references = @./Meshes/knife_0007.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.306072595612293, 1.4885669231153957, 1.0164926576082924) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "knife_0008" ( + prepend references = @./Meshes/knife_0008.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.285460725792533, 1.4635671034018143, 0.9977526292381984) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "knife_0009" ( + prepend references = @./Meshes/knife_0009.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.34440309715179, 1.5135674565020787, 0.9901014070037669) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "knife_0010" ( + prepend references = @./Meshes/knife_0010.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.364988462452191, 1.4635669035135357, 1.0179045915086309) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "range_hood_0000" ( + prepend references = @./Meshes/range_hood_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.19095490639517, 2.876539215012234, 1.8209133870157759) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0002" ( + prepend references = @./Meshes/ceiling_light_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.4226066856746193, 3.120693365903099, 2.3233373955128664) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0011" ( + prepend references = @./Meshes/cabinet_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.2633517, 2.91193334, 1.9499995384999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0012" ( + prepend references = @./Meshes/cabinet_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.57992592, 2.9119335, 0.42499949999997627) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bathroom_2548" + { + def Xform "bathroom_product_0001" ( + prepend references = @./Meshes/bathroom_product_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.35402611237059, 1.8403488178048255, 1.5939454225312897) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0003" ( + prepend references = @./Meshes/bathroom_product_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.525734819024006, 3.3671623027261104, 0.5701257516002719) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0004" ( + prepend references = @./Meshes/bathroom_product_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9991001, 1, 1) + double3 xformOp:translate = (1.780012139459659, 2.380306105550436, 1.1999996220692097) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0003" ( + prepend references = @./Meshes/shelf_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.486691961715006, 2.6939817937066772, 1.671084666930775) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0004" ( + prepend references = @./Meshes/shelf_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.5189793167375765, 3.244068183892198, 1.6287046086431882) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0005" ( + prepend references = @./Meshes/shelf_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9991001, 1, 1) + double3 xformOp:translate = (1.4499020435126795, 2.3309171018594514, 1.0617759735221695) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "closestool_0000" ( + prepend references = @./Meshes/closestool_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.2370955568591486, 2.9611398132731215, 0.38261983883345474) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0000" ( + prepend references = @./Meshes/daily_equipment_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.48864424132727, 3.352706245430303, 0.4844003560173701) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0003" ( + prepend references = @./Meshes/daily_equipment_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.476166061036799, 2.6813535848777854, 1.803896991989052) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0004" ( + prepend references = @./Meshes/daily_equipment_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.479868930700082, 2.682176872916932, 1.758695756166198) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0005" ( + prepend references = @./Meshes/daily_equipment_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.5203168268453306, 3.1241296167345167, 1.7227832963102754) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0006" ( + prepend references = @./Meshes/daily_equipment_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.522207071325933, 3.209827974315651, 1.7222657124632292) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0007" ( + prepend references = @./Meshes/daily_equipment_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.526471332572268, 3.2910879878963573, 1.7224122655026721) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0008" ( + prepend references = @./Meshes/daily_equipment_0008.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.5115433445103155, 3.3697771548886157, 1.7040041958925694) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0009" ( + prepend references = @./Meshes/daily_equipment_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9991001, 1, 1) + double3 xformOp:translate = (1.4453031073633151, 2.304793939538489, 0.8857840306434588) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "mirror_0001" ( + prepend references = @./Meshes/mirror_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.85880005, 0.85880005, 0.85880005) + double3 xformOp:translate = (2.36043212890625, 4.165654296875, 1.3344221780218355) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0009" ( + prepend references = @./Meshes/cabinet_0009.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.85880005, 0.85880005, 0.85880005) + double3 xformOp:translate = (2.4661229445503254, 4.020142709887372, 1.3164754476394098) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0010" ( + prepend references = @./Meshes/cabinet_0010.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.85880005, 0.85880005, 0.85880005) + double3 xformOp:translate = (2.3584626790932677, 4.021934454576647, 0.3353022140785341) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0000" ( + prepend references = @./Meshes/storage_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.526882234718862, 3.3390601025804827, 1.433049998964517) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0001" ( + prepend references = @./Meshes/storage_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.52215721342466, 3.2421284902303324, 1.4212565610088055) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "electric_appliance_0000" ( + prepend references = @./Meshes/electric_appliance_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.7188422927807807, 2.9716308593750003, 2.348567733285406) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bathroom_6316" + { + def Xform "bathroom_product_0002" ( + prepend references = @./Meshes/bathroom_product_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.15027076262941, 6.070185243586076, 1.5939454225312897) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0002" ( + prepend references = @./Meshes/shelf_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.389177108839261, 6.2746802442985, 1.6710846669307748) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "closestool_0001" ( + prepend references = @./Meshes/closestool_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.478636084417229, 5.902085218117504, 0.38261983883345463) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0004" ( + prepend references = @./Meshes/ceiling_light_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.820938438284655, 5.347836997923355, 2.7199361476240456) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0001" ( + prepend references = @./Meshes/daily_equipment_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.376546455405471, 6.26415190127679, 1.8038969919890517) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0002" ( + prepend references = @./Meshes/daily_equipment_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.377372184761992, 6.267854770697046, 1.7586957561661976) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "mirror_0000" ( + prepend references = @./Meshes/mirror_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.85880005, 0.85880005, 0.85880005) + double3 xformOp:translate = (-5.6221240234375, 4.958212890625, 1.3324629495062101) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0000" ( + prepend references = @./Meshes/cabinet_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.85880005, 0.85880005, 0.85880005) + double3 xformOp:translate = (-5.727814839103918, 5.103722034187469, 1.31451743982691) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0001" ( + prepend references = @./Meshes/cabinet_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.85880005, 0.85880005, 0.85880005) + double3 xformOp:translate = (-5.62015701773103, 5.10193272660416, 0.38560914462052626) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "livingroom_943" + { + def Xform "cup_0001" ( + prepend references = @./Meshes/cup_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.25113117, 7.5655526, 0.356366975138404) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0002" ( + prepend references = @./Meshes/plate_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.5528669052227975, 6.813769024055314, 0.7570351488053929) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0003" ( + prepend references = @./Meshes/plate_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.5528668708904325, 6.813768058884071, 0.753342746246884) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0004" ( + prepend references = @./Meshes/plate_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.5528668136703363, 6.813768127508801, 0.7466345686855066) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0005" ( + prepend references = @./Meshes/plate_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.5338800888165474, 7.294408672492814, 0.7570351488053929) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0006" ( + prepend references = @./Meshes/plate_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.5338800544841824, 7.294407707321572, 0.753342746246884) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0007" ( + prepend references = @./Meshes/plate_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.533879997264086, 7.2944077759463015, 0.7466345686855066) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0008" ( + prepend references = @./Meshes/plate_0008.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.8965959854065093, 7.355571796737578, 0.7570351488053929) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0009" ( + prepend references = @./Meshes/plate_0009.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.896596019747447, 7.355567878938298, 0.753342746246884) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0010" ( + prepend references = @./Meshes/plate_0010.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.896596076975291, 7.355567810194539, 0.7466345686855064) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0011" ( + prepend references = @./Meshes/plate_0011.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.909015419000259, 6.820576679550078, 0.7570351488053929) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0012" ( + prepend references = @./Meshes/plate_0012.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.909015453341197, 6.820577644563298, 0.753342746246884) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0013" ( + prepend references = @./Meshes/plate_0013.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.9090155105690414, 6.820577575819539, 0.7466345686855064) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fork_0006" ( + prepend references = @./Meshes/fork_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.5482645264686212, 6.927183166500937, 0.741036440369794) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fork_0007" ( + prepend references = @./Meshes/fork_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.54880316552805, 6.900699011799975, 0.7407805361736086) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fork_0008" ( + prepend references = @./Meshes/fork_0008.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.529277710062371, 7.407822814938437, 0.741036440369794) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fork_0009" ( + prepend references = @./Meshes/fork_0009.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.5298163491217998, 7.381338660237475, 0.7407805361736086) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fork_0010" ( + prepend references = @./Meshes/fork_0010.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.9011983644602273, 7.242152771007158, 0.7410364403697941) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fork_0011" ( + prepend references = @./Meshes/fork_0011.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.9006597253733144, 7.2686418085198925, 0.7407805361736084) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fork_0012" ( + prepend references = @./Meshes/fork_0012.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.913617798053977, 6.707162536632158, 0.7410364403697941) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fork_0013" ( + prepend references = @./Meshes/fork_0013.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.9130791589670646, 6.733651574144893, 0.7407805361736084) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "knife_0011" ( + prepend references = @./Meshes/knife_0011.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.5543269424443835, 6.723868907469416, 0.7392217743688339) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "knife_0012" ( + prepend references = @./Meshes/knife_0012.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.5353425674443835, 7.204508555906915, 0.7392217743688339) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "knife_0013" ( + prepend references = @./Meshes/knife_0013.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.8951359481792425, 7.445471912896366, 0.7392217743688339) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "knife_0014" ( + prepend references = @./Meshes/knife_0014.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.907552940366742, 6.910476795708866, 0.7392217743688339) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0011" ( + prepend references = @./Meshes/pillow_0011.usd@ + ) + { + quatf xformOp:orient = (0.86273, -0.04357785, -0.0754791, 0.49809712) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.003013310297172, 7.507891158389822, 0.6275991434055104) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0012" ( + prepend references = @./Meshes/pillow_0012.usd@ + ) + { + quatf xformOp:orient = (0.50000024, -0, 0, 0.86602527) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.008413571135877, 8.420220818772233, 0.6228995129903255) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0013" ( + prepend references = @./Meshes/pillow_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.0246181641795598, 9.405166170241076, 0.6598415874147919) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0014" ( + prepend references = @./Meshes/pillow_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.5942722320237241, 9.405141565448439, 0.6524735149056916) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0000" ( + prepend references = @./Meshes/chair_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.80810004, 0.80810004, 0.80810004) + double3 xformOp:translate = (4.133394569526904, 7.350870438181978, 0.47509817731556714) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0001" ( + prepend references = @./Meshes/chair_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.80810004, 0.80810004, 0.80810004) + double3 xformOp:translate = (4.141365760933153, 6.787144852244478, 0.47509817731556714) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0002" ( + prepend references = @./Meshes/chair_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.80810004, 0.80810004, 0.80810004) + double3 xformOp:translate = (3.256668904455923, 6.787147140097929, 0.4750981773155672) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0003" ( + prepend references = @./Meshes/chair_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.80810004, 0.80810004, 0.80810004) + double3 xformOp:translate = (3.256668904455923, 7.316317061972929, 0.4750981773155672) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_light_0000" ( + prepend references = @./Meshes/wall_light_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.9013, 1, 0.96150005) + double3 xformOp:translate = (-2.3521334380684293, 6.168375392858403, 1.6215456472389647) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_light_0001" ( + prepend references = @./Meshes/wall_light_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.9013, 1, 0.96150005) + double3 xformOp:translate = (-2.3521344260473844, 9.561190123273349, 1.6193556468295962) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0000" ( + prepend references = @./Meshes/painting_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.9013, 1, 0.96150005) + double3 xformOp:translate = (-2.4877511818972704, 8.262438835119953, 1.486652924299021) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0001" ( + prepend references = @./Meshes/painting_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.9013, 1, 0.96150005) + double3 xformOp:translate = (-2.4877519772315555, 7.454789470323663, 1.475160437621395) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0002" ( + prepend references = @./Meshes/painting_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.9817569088947158, 7.034423858602748, 1.7619534794930969) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0003" ( + prepend references = @./Meshes/painting_0003.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.5491, 0.5491, 0.5491) + double3 xformOp:translate = (-0.019262324194337453, 4.6094189453125, 1.589418788062901) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0002" ( + prepend references = @./Meshes/chandelier_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.4030943909249777, 8.368918121488244, 1.9058123461832304) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0003" ( + prepend references = @./Meshes/chandelier_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.39607501, 6.808139290000001, 2.238239583818315) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0000" ( + prepend references = @./Meshes/television_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.657318533406319, 8.08508828794012, 1.2027696492246198) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0004" ( + prepend references = @./Meshes/cabinet_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2764, 1, 1) + double3 xformOp:translate = (1.3429164126358808, 7.963154318980584, 0.23691579791124004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0006" ( + prepend references = @./Meshes/cabinet_0006.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.7733, 0.8663, 1) + double3 xformOp:translate = (2.236581285853495, 4.842236494040625, 0.5515721127346888) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0007" ( + prepend references = @./Meshes/cabinet_0007.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.3119541780843025, 7.06635262954301, 0.5441018676727981) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0002" ( + prepend references = @./Meshes/ornament_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.9135149269072431, 9.300337873430427, 0.5629208280231066) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0003" ( + prepend references = @./Meshes/ornament_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.8932803974157486, 9.679467612424423, 0.8035173343383559) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0004" ( + prepend references = @./Meshes/ornament_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.8920374145507821, 9.55623232189005, 0.8488537413198574) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0005" ( + prepend references = @./Meshes/ornament_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.8531157569853682, 6.018736310930428, 0.5629208280231066) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0006" ( + prepend references = @./Meshes/ornament_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.935394523151496, 6.397861157431073, 0.8036191974053031) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0007" ( + prepend references = @./Meshes/ornament_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.8316382446289075, 6.296470266303933, 0.8332336514411486) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0008" ( + prepend references = @./Meshes/ornament_0008.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.7733, 0.8663, 1) + double3 xformOp:translate = (2.221325385607406, 4.7966062361288655, 1.2539230118514864) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0009" ( + prepend references = @./Meshes/ornament_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.26389451999999997, 8.12289709, 0.384206070600196) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0010" ( + prepend references = @./Meshes/ornament_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.22485153000000002, 7.6389125, 0.3511031763290778) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0033" ( + prepend references = @./Meshes/book_0033.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.7733, 0.8663, 1) + double3 xformOp:translate = (2.494772244470214, 4.804210848781509, 1.1322902183577284) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0052" ( + prepend references = @./Meshes/book_0052.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.14055148, 7.639069650000001, 0.34602022678635325) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0000" ( + prepend references = @./Meshes/table_lamp_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.139254280086969, 9.477777497447983, 1.0085675192049837) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0001" ( + prepend references = @./Meshes/table_lamp_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.078855111110165, 6.196171045759574, 1.0119574957777397) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spoon_0000" ( + prepend references = @./Meshes/spoon_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.5522123718195275, 6.703434543139799, 0.739246242056625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spoon_0001" ( + prepend references = @./Meshes/spoon_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.5332255554132774, 7.184074191577298, 0.739246242056625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spoon_0002" ( + prepend references = @./Meshes/spoon_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.897250518784428, 7.465906277192573, 0.7392462420566248) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spoon_0003" ( + prepend references = @./Meshes/spoon_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.909669952378178, 6.930911160005073, 0.7392462420566248) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0000" ( + prepend references = @./Meshes/tablecloth_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.517868058278939, 6.806302701829784, 0.7616877066907631) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0001" ( + prepend references = @./Meshes/tablecloth_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.556005859375, 6.8105419921875, 0.7312317998046565) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_5d64a7f944c5ba00017d889d" + { + over "MI_55caf569e4b087b12ca7ea3d" + { + float inputs:IsMetallicTex = 0 + } + } + } + } + + def Xform "tablecloth_0002" ( + prepend references = @./Meshes/tablecloth_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.498881241872689, 7.286942350267284, 0.7616877066907631) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0003" ( + prepend references = @./Meshes/tablecloth_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.5370190429687502, 7.291181640625, 0.7312317998046565) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_5d64a7f944c5ba00017d889d" + { + over "MI_55caf569e4b087b12ca7ea3d" + { + float inputs:IsMetallicTex = 0 + } + } + } + } + + def Xform "tablecloth_0004" ( + prepend references = @./Meshes/tablecloth_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.9315948354404515, 7.3630381182949876, 0.7616877066907631) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0005" ( + prepend references = @./Meshes/tablecloth_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.89345703125, 7.3587939453125, 0.7312317998046564) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_5d64a7f944c5ba00017d889d" + { + over "MI_55caf569e4b087b12ca7ea3d" + { + float inputs:IsMetallicTex = 0 + } + } + } + } + + def Xform "tablecloth_0006" ( + prepend references = @./Meshes/tablecloth_0006.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.9440142690342017, 6.8280430011074875, 0.7616877066907631) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0007" ( + prepend references = @./Meshes/tablecloth_0007.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.9058764648437503, 6.8238037109375, 0.7312317998046564) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_5d64a7f944c5ba00017d889d" + { + over "MI_55caf569e4b087b12ca7ea3d" + { + float inputs:IsMetallicTex = 0 + } + } + } + } + + def Xform "wine_set_0000" ( + prepend references = @./Meshes/wine_set_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.655774315834037, 6.788613335609541, 0.8155655438551785) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0001" ( + prepend references = @./Meshes/wine_set_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.6367874994277867, 7.269252984047041, 0.8155655438551785) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0002" ( + prepend references = @./Meshes/wine_set_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.7936885747909197, 7.380727484703271, 0.8155655438551784) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0003" ( + prepend references = @./Meshes/wine_set_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.8061080083846694, 6.845737250328271, 0.8155655438551784) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0000" ( + prepend references = @./Meshes/curtain_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0563, 1, 1.1227) + double3 xformOp:translate = (-0.444349577860512, 10.034407920813884, 1.4261890215949102) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0000" ( + prepend references = @./Meshes/sofa_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.8347515571513235, 7.974477018180801, 0.6350745114593294) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0001" ( + prepend references = @./Meshes/sofa_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.28532342522362797, 9.281532058584837, 0.4859785191869497) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "dining_table_0000" ( + prepend references = @./Meshes/dining_table_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.6667, 0.7203, 1) + double3 xformOp:translate = (3.7186940281004057, 7.098294198690661, 0.36421760558779737) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0000" ( + prepend references = @./Meshes/spot_light_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.118730052093677, 5.191267830162064, 2.682925959748707) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0001" ( + prepend references = @./Meshes/table_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.013659, 6.27234099, 0.34711809295993723) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0002" ( + prepend references = @./Meshes/table_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.013659, 9.50497564, 0.3471180429599372) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0003" ( + prepend references = @./Meshes/table_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.27158256000000003, 7.6816576, 0.20068263099851144) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0000" ( + prepend references = @./Meshes/flower_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.30296843, 7.665443450000001, 0.41094852105234436) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "ceiling" + { + def Xform "ceiling_0000" ( + prepend references = @./Meshes/ceiling_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.1185, 1.1496, 0.5) + double3 xformOp:translate = (3.3681952708740392, 6.361436126765675, 2.6970686663064676) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0001" ( + prepend references = @./Meshes/ceiling_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0704, 1.5506, 0.5) + double3 xformOp:translate = (-0.4060547313476491, 7.351932794749391, 2.612738588199526) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0002" ( + prepend references = @./Meshes/ceiling_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.041, 1.1696, 0.5013) + double3 xformOp:translate = (-4.30605522277825, 8.30193248105863, 2.7000005939772307) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0003" ( + prepend references = @./Meshes/ceiling_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.2111, 1.2795, 0.6266) + double3 xformOp:translate = (-4.056054911315924, 2.4319336222512176, 2.6749995652722025) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0004" ( + prepend references = @./Meshes/ceiling_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.02605475, 2.4619336300000003, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0005" ( + prepend references = @./Meshes/ceiling_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.40605469, 10.98193376, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0006" ( + prepend references = @./Meshes/ceiling_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.8782032, 5.48193368, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0007" ( + prepend references = @./Meshes/ceiling_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.34394536, 9.23193373, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0008" ( + prepend references = @./Meshes/ceiling_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.6560547, 0.4819336, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0009" ( + prepend references = @./Meshes/ceiling_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.30605475, 7.94998059, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0010" ( + prepend references = @./Meshes/ceiling_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.6860547, 2.91193364, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0011" ( + prepend references = @./Meshes/ceiling_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.46179688, 7.3519337, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0012" ( + prepend references = @./Meshes/ceiling_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.8439453500000003, 0.4819336, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0013" ( + prepend references = @./Meshes/ceiling_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.5799260800000003, 2.91193364, 2.35000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0014" ( + prepend references = @./Meshes/ceiling_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.77394534, 2.91193364, 2.35000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0015" ( + prepend references = @./Meshes/ceiling_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.5560499600000001, 5.73186728, 2.85) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bedroom_1942" + { + def Xform "ceiling_light_0000" ( + prepend references = @./Meshes/ceiling_light_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.8526458740234375, 2.946171325683404, 2.7709282902297647) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0015" ( + prepend references = @./Meshes/pillow_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.18916493, 2.7456085000000003, 0.31170428099802333) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0016" ( + prepend references = @./Meshes/pillow_0016.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.25220714, 2.40435189, 0.2909947462206795) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0017" ( + prepend references = @./Meshes/pillow_0017.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.06482043, 2.5005881, 0.3470987235820076) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0018" ( + prepend references = @./Meshes/pillow_0018.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.03617316, 2.4110478300000002, 0.340791250068336) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0019" ( + prepend references = @./Meshes/pillow_0019.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.40494030000000003, 2.6118032899999997, 0.20998873834763268) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0007" ( + prepend references = @./Meshes/chair_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.22695801, 3.8757762000000002, 0.3791779741784431) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0008" ( + prepend references = @./Meshes/chair_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.15263951, 2.51968708, 0.31557872950974203) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0053" ( + prepend references = @./Meshes/book_0053.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.5939639600000001, 3.7310787199999997, 0.8772889547206795) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0054" ( + prepend references = @./Meshes/book_0054.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.5976449300000001, 3.7528050200000003, 0.8755419607021249) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0055" ( + prepend references = @./Meshes/book_0055.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.62514594, 3.8193020100000004, 0.9232744505536872) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0056" ( + prepend references = @./Meshes/book_0056.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.63929044, 3.78227407, 0.9364744542089607) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0057" ( + prepend references = @./Meshes/book_0057.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.61562293, 3.74231772, 0.8805019590702889) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "toy_0000" ( + prepend references = @./Meshes/toy_0000.usd@ + ) + { + quatf xformOp:orient = (0.9659258, -0, 0, 0.25881916) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.3951275938129748, 3.240918891822521, 0.17224016815495405) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "toy_0001" ( + prepend references = @./Meshes/toy_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.57472892, 4.21077272, 0.9349259550702888) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "toy_0002" ( + prepend references = @./Meshes/toy_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.05889791, 2.07144314, 0.7124072389247811) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0005" ( + prepend references = @./Meshes/table_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.43808559, 3.91862669, 0.3901654573051522) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0001" ( + prepend references = @./Meshes/flower_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.5857129400000001, 4.35407971, 1.021700445431617) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bedroom_1831" + { + def Xform "ceiling_light_0001" ( + prepend references = @./Meshes/ceiling_light_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.9722265634536456, 2.3951329199746634, 2.705295255846976) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0004" ( + prepend references = @./Meshes/pillow_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.187136949105744, 2.4362655334747845, 0.7530028127761561) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0005" ( + prepend references = @./Meshes/pillow_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.187136467753049, 2.0046410370145713, 0.7551729780708877) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0006" ( + prepend references = @./Meshes/pillow_0006.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.36807239230064, 2.4758029858848976, 0.7542009213685408) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0007" ( + prepend references = @./Meshes/pillow_0007.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.369181315822007, 1.93586201932611, 0.7515631713701801) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0008" ( + prepend references = @./Meshes/pillow_0008.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.585502652816587, 1.7216824531697117, 0.8235831405185958) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0009" ( + prepend references = @./Meshes/pillow_0009.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.585700591657075, 2.231905499945086, 0.8067285159955341) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0010" ( + prepend references = @./Meshes/pillow_0010.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.5854963756715055, 2.715459996900595, 0.8230439909080032) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0000" ( + prepend references = @./Meshes/bedding_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.383101592991496, 2.2295793440125853, 0.3309786682206618) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0001" ( + prepend references = @./Meshes/bedding_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.915003691111587, 2.4789171073267293, 0.3142507199589289) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0002" ( + prepend references = @./Meshes/bedding_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.40719895324143, 2.1935627118531524, 0.5046380500984213) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0000" ( + prepend references = @./Meshes/bed_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.785649701423181, 2.2203263857024944, 0.8820131847775426) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0000" ( + prepend references = @./Meshes/chandelier_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.679550682071217, 3.521710227967637, 1.739217687108999) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0001" ( + prepend references = @./Meshes/chandelier_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.6552733383212175, 0.8022967758191993, 1.737726870966847) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0002" ( + prepend references = @./Meshes/cabinet_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.602719649007781, 3.4755515724804473, 0.3131432342519781) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0003" ( + prepend references = @./Meshes/cabinet_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.465815352132782, 1.0388743263866973, 0.3131432342519781) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0005" ( + prepend references = @./Meshes/cabinet_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2451, 1, 1.1501) + double3 xformOp:translate = (-2.533831698508872, 1.7070755682401892, 1.2009554468418224) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0000" ( + prepend references = @./Meshes/ornament_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.61892861561835, 3.548923338980849, 0.7005947036983762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_decoration_0000" ( + prepend references = @./Meshes/wall_decoration_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.817128956802751, 2.2170263522148193, 2.116530883792284) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "balcony_182" + { + def Xform "ceiling_light_0003" ( + prepend references = @./Meshes/ceiling_light_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.0000000000000009, 10.900000001287173, 2.7199078115741604) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "studyroom_2167" + { + def Xform "ceiling_light_0005" ( + prepend references = @./Meshes/ceiling_light_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.195595243302618, 8.291908073076328, 2.6763045871198226) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0000" ( + prepend references = @./Meshes/pillow_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.497273029525738, 9.246640757981085, 0.5653277522087696) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0001" ( + prepend references = @./Meshes/pillow_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.698336178333096, 9.258438335560989, 0.664819838977854) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0002" ( + prepend references = @./Meshes/pillow_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.476027912338238, 9.829150235127699, 0.5653277503015439) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0003" ( + prepend references = @./Meshes/pillow_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.677095944028692, 9.876348491810989, 0.6746450579126946) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0004" ( + prepend references = @./Meshes/chair_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.817394886343274, 7.3704360474902035, 0.4049383640093362) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0001" ( + prepend references = @./Meshes/bed_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.3116, 0.4919, 1.1489) + double3 xformOp:translate = (-4.306752770043891, 9.445644607325436, 0.23152036765887238) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_5f0435d2c6ff5a0001d329a6" + { + over "MI_55caf569e4b087b12ca7ea3d" + { + asset inputs:BaseColor_Tex = @./Materials/Textures/Wood02.jpeg@ + float inputs:IsBaseColorTex = 0 + } + } + } + } + + def Xform "cabinet_0008" ( + prepend references = @./Meshes/cabinet_0008.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.635835365071666, 7.932376174524596, 1.0015177001138091) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0001" ( + prepend references = @./Meshes/ornament_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.70324357796285, 8.101663637153521, 1.8141187550799018) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0000" ( + prepend references = @./Meshes/book_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.6977294921875, 8.0890087890625, 1.739711415016143) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0001" ( + prepend references = @./Meshes/book_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.6977294921875, 8.0890087890625, 1.6979609591598204) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0002" ( + prepend references = @./Meshes/book_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.717553901672366, 8.13898393249511, 1.1286000837917034) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0003" ( + prepend references = @./Meshes/book_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.7164453125, 8.1391064453125, 1.115294301712005) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0004" ( + prepend references = @./Meshes/book_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.7179638671875, 8.150458984375, 1.101073100530593) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0005" ( + prepend references = @./Meshes/book_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.7179638671875, 8.150458984375, 1.0868433720702813) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0006" ( + prepend references = @./Meshes/book_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.719228515625, 8.1405419921875, 1.076321526491134) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0007" ( + prepend references = @./Meshes/book_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.719130859375, 8.1389794921875, 1.0690821692580867) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0008" ( + prepend references = @./Meshes/book_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.7171728515625, 8.1389794921875, 1.0605799343223257) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0009" ( + prepend references = @./Meshes/book_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.7171728515625, 8.1389794921875, 1.0513404597873377) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0010" ( + prepend references = @./Meshes/book_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.7171728515625, 8.1389794921875, 1.0412989384765312) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0011" ( + prepend references = @./Meshes/book_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.704799419403144, 7.720941772460273, 1.2349129724128962) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0012" ( + prepend references = @./Meshes/book_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.6991947555544975, 7.7345257034323485, 1.2265379068502817) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0013" ( + prepend references = @./Meshes/book_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.7011775398254505, 7.719061080932451, 1.0544167766223276) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0014" ( + prepend references = @./Meshes/book_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.714524349212617, 7.724481452941006, 1.2168987826985227) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0015" ( + prepend references = @./Meshes/book_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.721816555023414, 7.7156702651977005, 1.2123014051556913) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0016" ( + prepend references = @./Meshes/book_0016.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.695634784698268, 7.725144393922687, 1.2043597221089275) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0017" ( + prepend references = @./Meshes/book_0017.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.7008642578125, 7.7209228515625, 1.1965241670245814) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0018" ( + prepend references = @./Meshes/book_0018.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.7018239402772855, 7.742843276979235, 1.1856090447593328) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0019" ( + prepend references = @./Meshes/book_0019.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.702899547576965, 7.723300865173851, 1.1745684249029809) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0020" ( + prepend references = @./Meshes/book_0020.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.704819072723458, 7.720963012694601, 1.169256640398039) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0021" ( + prepend references = @./Meshes/book_0021.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.6979572792054425, 7.721260261537034, 1.1609275874799292) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0022" ( + prepend references = @./Meshes/book_0022.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.712643600463897, 7.7131951751713625, 1.1524324645629944) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0023" ( + prepend references = @./Meshes/book_0023.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.69846486282353, 7.712425971984487, 1.1455698024895207) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0024" ( + prepend references = @./Meshes/book_0024.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.705846179962107, 7.714035903929831, 1.1359913649238065) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0025" ( + prepend references = @./Meshes/book_0025.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.69880859375, 7.712470703125001, 1.1236115305061023) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0026" ( + prepend references = @./Meshes/book_0026.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.701526069641079, 7.712465896606738, 1.1144334530491193) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0027" ( + prepend references = @./Meshes/book_0027.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.702529296875, 7.712470703125001, 1.1090607393617313) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0028" ( + prepend references = @./Meshes/book_0028.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.702472064971944, 7.712501144409124, 1.1011137265797672) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0029" ( + prepend references = @./Meshes/book_0029.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.702601978301994, 7.712449050903362, 1.0932033949732998) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0030" ( + prepend references = @./Meshes/book_0030.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.709181846618685, 7.7105671310425645, 1.0878106269471695) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0031" ( + prepend references = @./Meshes/book_0031.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.702303417205792, 7.712413398742695, 1.082460452640449) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0032" ( + prepend references = @./Meshes/book_0032.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.695176841735856, 7.71238579559287, 1.070804291928121) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0034" ( + prepend references = @./Meshes/book_0034.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.660626667022191, 8.328496833796967, 1.440600482940272) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0035" ( + prepend references = @./Meshes/book_0035.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.67007491683836, 8.297843896861567, 1.4527058219901776) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0036" ( + prepend references = @./Meshes/book_0036.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.657351886749047, 8.270810916899773, 1.4324149398779573) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0037" ( + prepend references = @./Meshes/book_0037.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.671106266021718, 8.245029256819542, 1.4467233161900026) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0038" ( + prepend references = @./Meshes/book_0038.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.6727720375065065, 8.218680980684217, 1.4549667164911977) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0039" ( + prepend references = @./Meshes/book_0039.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.613538055414274, 8.082778350628766, 1.3442313356402686) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0040" ( + prepend references = @./Meshes/book_0040.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.606237098693615, 8.073841892217342, 1.3650004482271358) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0041" ( + prepend references = @./Meshes/book_0041.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.612476177206808, 8.081951434743502, 1.3863441162110302) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0042" ( + prepend references = @./Meshes/book_0042.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.6305035743707945, 8.06813078307881, 1.4120350920794145) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0043" ( + prepend references = @./Meshes/book_0043.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.609985332488211, 7.583277736661228, 1.784381237030122) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0044" ( + prepend references = @./Meshes/book_0044.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.609903564452293, 7.61673485851095, 1.7837096519469655) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0045" ( + prepend references = @./Meshes/book_0045.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.606586784362931, 7.640204678055949, 1.7923921813964783) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0046" ( + prepend references = @./Meshes/book_0046.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.6168543205243875, 7.662122230526619, 1.7983762547607698) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0047" ( + prepend references = @./Meshes/book_0047.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.612297695150946, 7.683542030807834, 1.796993289672826) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0048" ( + prepend references = @./Meshes/book_0048.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.614565429687506, 7.707084950923919, 1.7973725468749686) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0049" ( + prepend references = @./Meshes/book_0049.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.615714935300477, 7.735497323988418, 1.789086780548257) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0050" ( + prepend references = @./Meshes/book_0050.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.615776237487711, 7.759951322078638, 1.7966097793578868) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0051" ( + prepend references = @./Meshes/book_0051.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.615776237487498, 7.77820367527002, 1.7966098477477568) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0001" ( + prepend references = @./Meshes/spot_light_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.268136171535667, 6.168342100383097, 2.744852802550123) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0000" ( + prepend references = @./Meshes/table_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.88814374, 6.8351954600000004, 0.37299393999997627) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0000" ( + prepend references = @./Meshes/picture_frame_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.7, 0.7, 0.7) + double3 xformOp:translate = (-5.802231819999999, 9.420632170000001, 1.5410554499999833) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "balcony_507" + { + def Xform "chair_0005" ( + prepend references = @./Meshes/chair_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.97303056, 9.263369350000001, 0.35499479209177315) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0006" ( + prepend references = @./Meshes/chair_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.7268936000000004, 9.24631935, 0.35499479209177315) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0004" ( + prepend references = @./Meshes/table_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.34001109, 9.708779849999999, 0.2613862735702889) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0000" ( + prepend references = @./Meshes/vase_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.37335584, 9.58742036, 0.5788552758075936) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "blanket_0000" ( + prepend references = @./Meshes/blanket_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.9051475900000003, 9.09834234, 0.2389262744858162) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "blanket_0001" ( + prepend references = @./Meshes/blanket_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.72359007, 9.44953036, 0.2389262744858162) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "wall" + { + def Xform "wall_0000" ( + prepend references = @./Meshes/wall_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.9013, 1, 0.96150005) + double3 xformOp:translate = (-2.4573516351113875, 7.875032773289749, 1.2499990733879998) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0001" ( + prepend references = @./Meshes/wall_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.0735, 1, 1) + double3 xformOp:translate = (1.6915141192057204, 8.07258117423597, 1.2499997441435262) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0002" ( + prepend references = @./Meshes/wall_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.32928986000000005, 4.53193008, 1.4000879629142582) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0003" ( + prepend references = @./Meshes/wall_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.83794998, 8.16191467, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0004" ( + prepend references = @./Meshes/wall_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-5.95005005, 5.281916700000001, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0005" ( + prepend references = @./Meshes/wall_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.34394997, -0.26806651, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0006" ( + prepend references = @./Meshes/wall_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.35240005, 5.3179299900000006, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0007" ( + prepend references = @./Meshes/wall_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.6560499600000003, 8.75396484, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0008" ( + prepend references = @./Meshes/wall_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.5560499600000001, 10.22589966, 1.3999910335685126) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0009" ( + prepend references = @./Meshes/wall_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.40394997, 1.2319299700000002, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0010" ( + prepend references = @./Meshes/wall_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.5951701400000005, 6.03792999, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0011" ( + prepend references = @./Meshes/wall_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.57591003, 2.91192997, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0012" ( + prepend references = @./Meshes/wall_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.8439450100000001, 2.13193247, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0013" ( + prepend references = @./Meshes/wall_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.16204994, 0.82881201, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0014" ( + prepend references = @./Meshes/wall_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.64394989, 2.88199497, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0015" ( + prepend references = @./Meshes/wall_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.84395004, 8.93591461, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0016" ( + prepend references = @./Meshes/wall_0016.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.19220505, 5.72803009, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0017" ( + prepend references = @./Meshes/wall_0017.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.84394989, 0.48193146, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0018" ( + prepend references = @./Meshes/wall_0018.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.11604988, 0.33793349, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0019" ( + prepend references = @./Meshes/wall_0019.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.87214005, 6.437929990000001, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0020" ( + prepend references = @./Meshes/wall_0020.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-5.64927002, 4.5259300200000006, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0021" ( + prepend references = @./Meshes/wall_0021.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.40605003000000006, 11.73189941, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0022" ( + prepend references = @./Meshes/wall_0022.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.16204994, 3.28280998, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0023" ( + prepend references = @./Meshes/wall_0023.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.8543499800000003, 5.51792999, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0024" ( + prepend references = @./Meshes/wall_0024.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.3439450799999997, 8.22592987, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "other" + { + def Xform "door_handle_0000" ( + prepend references = @./Meshes/door_handle_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.864908163498098, 9.202933676005953, 0.9289363553010348) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0000" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "doorsill_0000" ( + prepend references = @./Meshes/doorsill_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.6360544800000001, 1.23193331, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0001" ( + prepend references = @./Meshes/doorsill_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.3205540000000004, 5.728027180000001, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0002" ( + prepend references = @./Meshes/doorsill_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.55155398, 4.53193342, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0003" ( + prepend references = @./Meshes/doorsill_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.76055448, 4.53193342, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0004" ( + prepend references = @./Meshes/doorsill_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.343945, 8.23193347, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0005" ( + prepend references = @./Meshes/doorsill_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.293898, 4.53193342, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0006" ( + prepend references = @./Meshes/doorsill_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.40605451000000004, 10.23193375, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0007" ( + prepend references = @./Meshes/doorsill_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.44394448, 4.53193342, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0008" ( + prepend references = @./Meshes/doorsill_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.63949226, 4.53193342, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0009" ( + prepend references = @./Meshes/doorsill_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.35839826, 5.37193319, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0000" ( + prepend references = @./Meshes/window_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.912209460000001, 10.4544336, 1.5219995299999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0001" ( + prepend references = @./Meshes/window_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.6043559099999998, 10.98193359, 1.4999995299999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0002" ( + prepend references = @./Meshes/window_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.7639452999999996, -0.32201228, 1.7414995299999767) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0003" ( + prepend references = @./Meshes/window_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.53605471, 0.10943333000000001, 1.5219995299999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0004" ( + prepend references = @./Meshes/window_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.35605471, 11.67798775, 1.4999995299999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0005" ( + prepend references = @./Meshes/window_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.9043559100000005, 5.97193359, 1.4999995299999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0006" ( + prepend references = @./Meshes/window_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.79218215, 10.9819336, 1.4999995299999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0007" ( + prepend references = @./Meshes/window_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.78394532, 1.28144981, 1.4999995299999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0008" ( + prepend references = @./Meshes/window_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.6560546700000001, -0.21855016, 1.7414995299999767) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0009" ( + prepend references = @./Meshes/window_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.3039453200000004, 1.28144981, 1.4999995299999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0010" ( + prepend references = @./Meshes/window_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.31394533, 10.28144975, 1.7414995299999767) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0011" ( + prepend references = @./Meshes/window_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.93184529, 9.25943373, 1.2414995099999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "door_0000" ( + prepend references = @./Meshes/door_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.40605460000000004, 10.23193408, 1.0559995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0000" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "physics_constraint_0003" + { + token visibility = "invisible" + } + + over "physics_constraint_0004" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + + over "group_0003" + { + token visibility = "invisible" + } + + over "group_0004" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0001" ( + prepend references = @./Meshes/door_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.63949195, 4.5541969799999995, 1.0704995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0001" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0002" ( + prepend references = @./Meshes/door_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.76055493, 4.51443287, 1.0679994929999768) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0002" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0003" ( + prepend references = @./Meshes/door_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.34710327, 5.37193359, 1.0554995009999764) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0003" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0004" ( + prepend references = @./Meshes/door_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.34394591, 8.23193384, 1.0559995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0004" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "physics_constraint_0003" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + + over "group_0003" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0005" ( + prepend references = @./Meshes/door_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.6360546699999999, 1.2319335900000001, 1.199738879882789) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0005" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0006" ( + prepend references = @./Meshes/door_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.5515546800000002, 4.51471024, 1.0679994929999768) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0006" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0007" ( + prepend references = @./Meshes/door_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.29389838, 4.50939066, 1.0704995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0007" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0008" ( + prepend references = @./Meshes/door_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.44394532, 4.50939066, 1.0704995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0008" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0009" ( + prepend references = @./Meshes/door_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3205546900000003, 5.74497139, 1.0679994929999768) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0009" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + } + + def Scope "floor" + { + def Xform "floor_0000" ( + prepend references = @./Meshes/floor_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.46179688, 7.3519337, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_Stripbond_Walnut_Parquet_thspbeac_2K" + { + over "MI_Furniture_Fabric_sjfvbjpc_2K1" + { + asset inputs:BaseColor_Tex = @./Materials/Textures/Wood02.jpeg@ ( + colorSpace = "sRGB" + ) + float4 inputs:BaseColor_UVA = (1, 1, 1.5, 0) + float inputs:IsBaseColorTex = 1 + } + } + } + } + + def Xform "floor_0001" ( + prepend references = @./Meshes/floor_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.02605426, 2.4619331399999997, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_Stripbond_Walnut_Parquet_thspbeac_2K" + { + over "MI_Furniture_Fabric_sjfvbjpc_2K1" + { + asset inputs:BaseColor_Tex = @./Materials/Textures/Wood02.jpeg@ ( + colorSpace = "sRGB" + ) + float4 inputs:BaseColor_UVA = (1, 1, 1.5, 0) + float4 inputs:Gloss_Color = (0.5, 0.5, 0.5, 1) + float inputs:IsBaseColorTex = 1 + float inputs:IsNormalTex = 0 + } + } + } + } + + def Xform "floor_0002" ( + prepend references = @./Meshes/floor_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.40605469, 10.98193376, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0003" ( + prepend references = @./Meshes/floor_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.87820271, 5.4819331899999995, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0004" ( + prepend references = @./Meshes/floor_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.3439448700000005, 9.23193373, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0005" ( + prepend references = @./Meshes/floor_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.6560547, 0.4819336, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0006" ( + prepend references = @./Meshes/floor_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.5799277899999997, 2.9119316800000004, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0007" ( + prepend references = @./Meshes/floor_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.306054260000001, 7.94998059, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_Stripbond_Walnut_Parquet_thspbeac_2K" + { + over "MI_Furniture_Fabric_sjfvbjpc_2K1" + { + asset inputs:BaseColor_Tex = @./Materials/Textures/Wood02.jpeg@ ( + colorSpace = "sRGB" + ) + float4 inputs:BaseColor_UVA = (1, 1, 1.5, 0) + float inputs:IsBaseColorTex = 1 + } + } + } + } + + def Xform "floor_0008" ( + prepend references = @./Meshes/floor_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.6860547, 2.91193315, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0009" ( + prepend references = @./Meshes/floor_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.7739472900000002, 2.9119316800000004, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0010" ( + prepend references = @./Meshes/floor_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.8439448700000005, 0.4819336, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0011" ( + prepend references = @./Meshes/floor_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.5560499600000001, 5.73186728, -0.30000500000023755) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + + def "Rendering" + { + def "Lights" + { + def DistantLight "DirectionalLight" + { + float angle = 0.5357 + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + color3f color = (1, 1, 1) + float colorTemperature = 6500 + bool enableColorTemperature = 0 + float inputs:angle = 0.5357 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 1 + float inputs:intensity = 1989.4366 + bool inputs:normalize = 0 + float inputs:specular = 1 + float intensity = 1989.4366 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DistantLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (0.07901283969716108, 0.04752670732932395, 0.556419141487008, 0.8257698966663077) + double3 xformOp:scale = (2.5, 2.5, 2.5) + double3 xformOp:translate = (1.451540364046475e-14, 7.360171943324444, 1.817234937429486) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def DomeLight "DomeLight" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float guideRadius = 100000 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 1000 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 1 + asset inputs:texture:file = @./limpopo_golf_course_4k.hdr@ + token inputs:texture:format = "latlong" + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DomeLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0, 0, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def RectLight "RectLight" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float3[] extent = [(-50, -50, -0), (50, 50, 0)] + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 1 + float inputs:height = 1 + float inputs:intensity = 2500 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 0 + asset inputs:texture:file + float inputs:width = 2.5 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "RectLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (6.123233995736766e-17, 2.4826851068697643e-17, 0.7071067811865476, 0.7071067811865475) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.41650503934724414, 10.18192298323786, 1.3561447698769815) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def RectLight "RectLight_01" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float3[] extent = [(-50, -50, -0), (50, 50, 0)] + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 1 + float inputs:height = 1.5 + float inputs:intensity = 3000 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 0 + asset inputs:texture:file + float inputs:width = 2 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "RectLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (6.123233995736766e-17, 2.535907492713883e-17, 0.7071067811865476, 0.7071067811865475) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.3389696125747865, 8.171652205626813, 1.1690381720444278) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def RectLight "RectLight_02" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float3[] extent = [(-50, -50, -0), (50, 50, 0)] + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 1 + float inputs:height = 0.5 + float inputs:intensity = 3000 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 0 + asset inputs:texture:file + float inputs:width = 0.75 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "RectLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (6.123233995736766e-17, 2.532973975383892e-17, 0.7071067811865476, 0.7071067811865475) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.861560890815204, 10.18192298323786, 1.4864960290091855) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } +} + diff --git a/kujiale_0033/limpopo_golf_course_4k.hdr b/kujiale_0033/limpopo_golf_course_4k.hdr new file mode 100644 index 0000000000000000000000000000000000000000..69a8064f5ce4ae974f68c4a95a85731b92b82c23 --- /dev/null +++ b/kujiale_0033/limpopo_golf_course_4k.hdr @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d8c4f77cd64dae23dc7cc32665b6bcbc370716d3c99e255bf9359b6225862f36 +size 26179131 diff --git a/kujiale_0033/rooms.json b/kujiale_0033/rooms.json new file mode 100644 index 0000000000000000000000000000000000000000..30761f11349288b6ee2d7e11d470bb41481f9992 --- /dev/null +++ b/kujiale_0033/rooms.json @@ -0,0 +1 @@ +[{"room_type": "living room", "polygon": [[4.2383984375, 4.59193359375], [4.2383984375, 6.09193359375], [4.7239453125, 6.09193359375], [4.7239453125, 8.11193359375], [1.9639453125000002, 8.11193359375], [1.9639453125000002, 6.03193359375], [1.7239453125, 6.03193359375], [1.7239453125, 8.23193359375], [1.7239453125, 10.11193359375], [-2.5360546875, 10.11193359375], [-2.5360546875, 7.47119140625], [-2.5360546875, 5.66802734375], [-3.8003515625, 5.66802734375], [-3.8003515625, 4.59193359375], [-2.1560546875, 4.59193359375], [0.12451171875, 4.59193359375], [0.8439453125, 4.59193359375], [2.6439453125, 4.59193359375]]}, {"room_type": "bedroom", "polygon": [[-5.8360546875, 0.45193359375000003], [-2.2760546875, 0.45193359375000003], [-2.2760546875, 1.23193359375], [-2.2760546875, 2.03369140625], [-2.2160546875000002, 2.03369140625], [-2.2160546875000002, 4.47193359375], [-3.8603515625, 4.47193359375], [-5.3544921875, 4.47193359375], [-5.3544921875, 4.41193359375], [-5.8360546875, 4.41193359375]]}, {"room_type": "study room", "polygon": [[-2.7760546875, 7.47119140625], [-2.7760546875, 10.11193359375], [-5.8360546875, 10.11193359375], [-5.8360546875, 8.33193359375], [-5.8360546875, 6.49193359375], [-3.8003515625, 6.49193359375], [-3.8003515625, 5.7880273437500005], [-2.7760546875, 5.7880273437500005]]}, {"room_type": "bedroom", "polygon": [[0.7239453125, 1.35193359375], [0.7239453125, 2.98876953125], [0.7239453125, 4.47193359375], [0.12451171875, 4.47193359375], [-2.0960546875, 4.47193359375], [-2.0960546875, 2.03369140625], [-2.0360546875, 2.03369140625], [-2.0360546875, 1.35193359375]]}, {"room_type": "kitchen", "polygon": [[2.7039453125, 4.47193359375], [2.7039453125, 2.98876953125], [2.7039453125, 1.35193359375], [4.45590673828125, 1.35193359375], [4.45590673828125, 2.88193359375], [4.45590673828125, 4.47193359375], [4.3583984375, 4.47193359375]]}, {"room_type": "balcony", "polygon": [[1.7239453125, 10.351933593750001], [1.7239453125, 11.61193359375], [-2.5360546875, 11.61193359375], [-2.5360546875, 10.351933593750001]]}, {"room_type": "bathroom", "polygon": [[0.9639453125, 2.98876953125], [0.9639453125, 1.35193359375], [2.5839453125, 1.35193359375], [2.5839453125, 2.98876953125], [2.5839453125, 4.47193359375], [0.9639453125, 4.47193359375]]}, {"room_type": "balcony", "polygon": [[4.7239453125, 10.11193359375], [1.9639453125000002, 10.11193359375], [1.9639453125000002, 8.351933593750001], [4.7239453125, 8.351933593750001]]}, {"room_type": "balcony", "polygon": [[0.9639453125, -0.14806640625], [4.7239453125, -0.14806640625], [4.7239453125, 1.1119335937500001], [4.57590673828125, 1.1119335937500001], [2.6439453125, 1.1119335937500001], [0.9639453125, 1.1119335937500001]]}, {"room_type": "study room", "polygon": [[0.7239453125, -0.14806640625], [0.7239453125, 1.1119335937500001], [-2.0360546875, 1.1119335937500001], [-2.0360546875, 0.33193359375000003], [-2.0360546875, -0.14806640625]]}, {"room_type": "bathroom", "polygon": [[-3.9203515625, 4.59193359375], [-3.9203515625, 5.72802734375], [-3.9203515625, 6.371933593750001], [-5.8360546875, 6.371933593750001], [-5.8360546875, 4.65193359375], [-5.3544921875, 4.65193359375], [-5.3544921875, 4.59193359375]]}] \ No newline at end of file diff --git a/kujiale_0034/.thumbs/256x256/kujiale_0034.usda.png b/kujiale_0034/.thumbs/256x256/kujiale_0034.usda.png new file mode 100644 index 0000000000000000000000000000000000000000..7d8c4d38c6f230310a99d4f7075aedda7f39c6eb --- /dev/null +++ b/kujiale_0034/.thumbs/256x256/kujiale_0034.usda.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:fe10c458f118ba3b0208bd2cf723b99d7ce6d9dee24b8a3c2f5cf721421736bd +size 104635 diff --git a/kujiale_0034/Materials/BasicShapeMaterial.mdl b/kujiale_0034/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/kujiale_0034/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0034/Materials/MI_57e9cca35f5e86405c7dd8f3.mdl b/kujiale_0034/Materials/MI_57e9cca35f5e86405c7dd8f3.mdl new file mode 100644 index 0000000000000000000000000000000000000000..23ce66f0315f34bfb4c55a6f57f56cc9b7ea8d01 --- /dev/null +++ b/kujiale_0034/Materials/MI_57e9cca35f5e86405c7dd8f3.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_57e9cca35f5e86405c7dd8f3( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0034/Materials/MI_5a3d26bc52b61460220a9c39.mdl b/kujiale_0034/Materials/MI_5a3d26bc52b61460220a9c39.mdl new file mode 100644 index 0000000000000000000000000000000000000000..d0da4c8de1f92aca540742f4dd29450428415d2d --- /dev/null +++ b/kujiale_0034/Materials/MI_5a3d26bc52b61460220a9c39.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5a3d26bc52b61460220a9c39( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0034/Materials/MI_5d37fa8797d0d30001a2a60d.mdl b/kujiale_0034/Materials/MI_5d37fa8797d0d30001a2a60d.mdl new file mode 100644 index 0000000000000000000000000000000000000000..49783d5dec48d6e8fc01f5d3997687ad2e25ee29 --- /dev/null +++ b/kujiale_0034/Materials/MI_5d37fa8797d0d30001a2a60d.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5d37fa8797d0d30001a2a60d( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0034/Materials/MI_Furniture_Fabric_sjfvbjpc_2K1.mdl b/kujiale_0034/Materials/MI_Furniture_Fabric_sjfvbjpc_2K1.mdl new file mode 100644 index 0000000000000000000000000000000000000000..11129f5460c9a9e2a6db6830523147a2bd30487a --- /dev/null +++ b/kujiale_0034/Materials/MI_Furniture_Fabric_sjfvbjpc_2K1.mdl @@ -0,0 +1,188 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_Furniture_Fabric_sjfvbjpc_2K1( + float4 Tiling_Offset = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Tiling/Offset"), + anno::ui_order(2), + anno::in_group("00 - Global") + ]], + float RotationAngle = 0.0 + [[ + anno::display_name("Rotation Angle"), + anno::ui_order(3), + anno::in_group("00 - Global") + ]], + uniform texture_2d Normal = texture_2d("./Textures/Placeholder_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal"), + anno::ui_order(3), + anno::in_group("07 - Texture Maps"), + sampler_normal() + ]], + float NormalStrength = 1.0 + [[ + anno::display_name("Normal Strength"), + anno::ui_order(32), + anno::in_group("05 - Normal") + ]], + uniform texture_2d Albedo = texture_2d("./Textures/DefaultDiffuse.png",::tex::gamma_srgb) + [[ + anno::display_name("Albedo"), + anno::in_group("07 - Texture Maps"), + sampler_color() + ]], + float4 AlbedoControls = float4(1.0,1.0,1.0,0.0) + [[ + anno::display_name("Albedo Controls"), + anno::ui_order(32), + anno::in_group("01 - Albedo") + ]], + float4 AlbedoTint = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Albedo Tint"), + anno::ui_order(1), + anno::in_group("01 - Albedo") + ]], + float4 MetallicControls = float4(1.0,0.0,1.0,1.0) + [[ + anno::display_name("Metallic Controls"), + anno::ui_order(32), + anno::in_group("02 - Metallic") + ]], + uniform texture_2d Metalness = texture_2d("./Textures/BlackPlaceholder.png",::tex::gamma_linear) + [[ + anno::display_name("Metalness"), + anno::ui_order(1), + anno::in_group("07 - Texture Maps"), + sampler_color() + ]], + float BaseSpecular = 0.5 + [[ + anno::display_name("Base Specular"), + anno::ui_order(1), + anno::in_group("03 - Specular") + ]], + float4 Specular_Desaturation = float4(0.5,0.5,0.5,1.0) + [[ + anno::display_name("Specular - Desaturation"), + anno::ui_order(2), + anno::in_group("03 - Specular") + ]], + float SpecularFromAlbedoOverride = 0.0 + [[ + anno::display_name("Specular From Albedo Override"), + anno::ui_order(32), + anno::in_group("03 - Specular") + ]], + float MinRoughness = 0.0 + [[ + anno::display_name("Min Roughness"), + anno::ui_order(32), + anno::in_group("04 - Roughness") + ]], + float MaxRoughness = 1.0 + [[ + anno::display_name("Max Roughness"), + anno::ui_order(1), + anno::in_group("04 - Roughness") + ]], + uniform texture_2d ARD = texture_2d("./Textures/WhitePlaceholder.png",::tex::gamma_linear) + [[ + anno::display_name("ARD"), + anno::description("AO/R/D"), + anno::ui_order(2), + anno::in_group("07 - Texture Maps"), + sampler_color() + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float Local0 = (0.0 * -1.0); + float2 Local1 = (float2(Tiling_Offset.x,Tiling_Offset.y) / 2.0); + float2 Local2 = (Local1 + float2(Tiling_Offset.z,Tiling_Offset.w)); + float2 Local3 = (Local2 * -1.0); + float2 Local4 = (CustomizedUV0_mdl * float2(Tiling_Offset.x,Tiling_Offset.y)); + float2 Local5 = (Local4 + float2(Tiling_Offset.z,Tiling_Offset.w)); + float2 Local6 = (Local3 + Local5); + float Local7 = (RotationAngle * 6.283185); + float Local8 = math::cos(Local7); + float Local9 = math::sin(Local7); + float Local10 = (Local9 * -1.0); + float Local11 = math::dot(Local6, float2(Local8,Local10)); + float Local12 = math::dot(Local6, float2(Local9,Local8)); + float2 Local13 = (Local2 + float2(Local11,Local12)); + float4 Local14 = ::unpack_normal_map(tex::lookup_float4(Normal,float2(Local13.x,1.0-Local13.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local15 = (float2(float3(Local14.x,Local14.y,Local14.z).x,float3(Local14.x,Local14.y,Local14.z).y) * NormalStrength); + float2 Local16 = (Local0 + Local15); + float Local17 = (RotationAngle * -1.0); + float Local18 = (Local17 * 6.283185); + float Local19 = math::cos(Local18); + float Local20 = math::sin(Local18); + float Local21 = (Local20 * -1.0); + float Local22 = math::dot(Local16, float2(Local19,Local21)); + float Local23 = math::dot(Local16, float2(Local20,Local19)); + float2 Local24 = (0.0 + float2(Local22,Local23)); + + float3 Normal_mdl = float3(Local24.x,Local24.y,float3(Local14.x,Local14.y,Local14.z).z); + + float4 Local25 = tex::lookup_float4(Albedo,float2(Local13.x,1.0-Local13.y),tex::wrap_repeat,tex::wrap_repeat); + float Local26 = math::dot(float3(Local25.x,Local25.y,Local25.z), float3(0.3,0.59,0.11)); + float Local27 = (1.0 - AlbedoControls.x); + float3 Local28 = math::lerp(float3(Local25.x,Local25.y,Local25.z),float3(Local26,Local26,Local26),Local27); + float3 Local29 = (Local28 * AlbedoControls.y); + float3 Local30 = (Local29 * float3(AlbedoTint.x,AlbedoTint.y,AlbedoTint.z)); + float3 Local31 = math::pow(math::max(Local30,float3(0.000001)),float3(AlbedoControls.z,AlbedoControls.z,AlbedoControls.z)); + float4 Local32 = tex::lookup_float4(Metalness,float2(Local13.x,1.0-Local13.y),tex::wrap_repeat,tex::wrap_repeat); + float Local33 = (float3(Local32.x,Local32.y,Local32.z).x * MetallicControls.z); + float Local34 = math::round(MetallicControls.x); + float Local35 = math::lerp(MetallicControls.y,Local33,Local34); + float Local36 = math::dot(float3(Local25.x,Local25.y,Local25.z), float3(Specular_Desaturation.x,Specular_Desaturation.y,Specular_Desaturation.z)); + float Local37 = math::saturate(Local36); + float Local38 = (Local37 * 0.5); + float Local39 = math::lerp(BaseSpecular,Local38,SpecularFromAlbedoOverride); + float4 Local40 = tex::lookup_float4(ARD,float2(Local13.x,1.0-Local13.y),tex::wrap_repeat,tex::wrap_repeat); + float Local41 = math::lerp(MinRoughness,MaxRoughness,Local40.y); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local31; + float Metallic_mdl = Local35; + float Specular_mdl = Local39; + float Roughness_mdl = Local41; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0034/Materials/M_BaseMaterial.mdl b/kujiale_0034/Materials/M_BaseMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ed00d16934cd045cadecb7db4bb5dd5ddc8dd3e7 --- /dev/null +++ b/kujiale_0034/Materials/M_BaseMaterial.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0034/Materials/M_BaseMaterial_twosided.mdl b/kujiale_0034/Materials/M_BaseMaterial_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..34a066551136042c8b515bc0777c0e436c62c466 --- /dev/null +++ b/kujiale_0034/Materials/M_BaseMaterial_twosided.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_twosided( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0034/Materials/M_BaseMaterial_v2.mdl b/kujiale_0034/Materials/M_BaseMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..154aecae651add78223e5fe6138f215211f152d3 --- /dev/null +++ b/kujiale_0034/Materials/M_BaseMaterial_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0034/Materials/M_BaseMaterial_v2_twosided.mdl b/kujiale_0034/Materials/M_BaseMaterial_v2_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7d90fc45fb437460e27004b226156b66a976f877 --- /dev/null +++ b/kujiale_0034/Materials/M_BaseMaterial_v2_twosided.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2_twosided( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0034/Materials/M_TranslucentMaterial.mdl b/kujiale_0034/Materials/M_TranslucentMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..0452d78794ea94cb1040fdf3244e688785b52118 --- /dev/null +++ b/kujiale_0034/Materials/M_TranslucentMaterial.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0034/Materials/M_TranslucentMaterial_v2.mdl b/kujiale_0034/Materials/M_TranslucentMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..6cef6519dd94a7d9f305169cecdb1d5512581737 --- /dev/null +++ b/kujiale_0034/Materials/M_TranslucentMaterial_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0034/Materials/OmniUe4Base.mdl b/kujiale_0034/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a441fbaf28040302c7aaabfbcf14b24a85bdf643 --- /dev/null +++ b/kujiale_0034/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/kujiale_0034/Materials/OmniUe4Function.mdl b/kujiale_0034/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..84f4f0da48ff31d03ee611373fe3a4d2e04c9079 --- /dev/null +++ b/kujiale_0034/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/kujiale_0034/Materials/OmniUe4Translucent.mdl b/kujiale_0034/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..483a83004b8f7d5bf820a7905d06ea2d7d5894af --- /dev/null +++ b/kujiale_0034/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/kujiale_0034/Materials/Textures/BlackPlaceholder.png b/kujiale_0034/Materials/Textures/BlackPlaceholder.png new file mode 100644 index 0000000000000000000000000000000000000000..cf498a3f19c07112845752ecd2523a666d8d13b5 --- /dev/null +++ b/kujiale_0034/Materials/Textures/BlackPlaceholder.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid 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sha256:30b899aabd17f558258e02e4a62f19b73d1133fc65ad54f6c963c7fe39489ecf +size 9140743 diff --git a/kujiale_0034/Materials/Textures/WhitePlaceholder.png b/kujiale_0034/Materials/Textures/WhitePlaceholder.png new file mode 100644 index 0000000000000000000000000000000000000000..bec5971e9ad7f5cd09debaeae8eb676975ba628c --- /dev/null +++ b/kujiale_0034/Materials/Textures/WhitePlaceholder.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:af5dfbf0dc0612b690b18c4e2c71b01a0c9afdbb735d0bcdac954b300a8ce200 +size 107 diff --git a/kujiale_0034/Materials/WorldGridMaterial.mdl b/kujiale_0034/Materials/WorldGridMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..1374299f552cc467f093777626b92f4faa277cc4 --- /dev/null +++ b/kujiale_0034/Materials/WorldGridMaterial.mdl @@ -0,0 +1,77 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float 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(-0.7097394559780827, 7.716295372075373, 1.2743397828020087) + double3 target = (-0.6763900847287934, 7.482250373337071, 1.2750193699493473) + } + dictionary Right = { + double3 position = (0, -500, 0) + double radius = 5 + } + dictionary Top = { + double3 position = (0, 0, 500) + double radius = 5 + } + string boundCamera = "/OmniverseKit_Persp" + } + dictionary omni_layer = { + string authoring_layer = "./kujiale_0034.usda" + } + dictionary renderSettings = { + double "rtx:post:tonemap:cm2Factor" = 4096 + double "rtx:post:tonemap:exposureTime" = 0.000016666666851961054 + double "rtx:post:tonemap:fNumber" = 2.799999952316284 + double "rtx:reflections:maxRoughness" = 1 + } + } + defaultPrim = "Root" + metersPerUnit = 1 + upAxis = "Z" +) + +def Xform "Root" +{ + def Scope "Meshes" + { + def Scope "livingroom_914295" + { + def Xform "ceiling_light_0000" ( + prepend references = @./Meshes/ceiling_light_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.6054891929626236, 7.202213745232328, 2.5029744357526686) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0002" ( + prepend references = @./Meshes/ornament_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.9503826269920785, 3.757965388171227, 0.3774820559529876) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0003" ( + prepend references = @./Meshes/ornament_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.1187333009121427, 3.8684439713896945, 0.3976525271245167) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0004" ( + prepend references = @./Meshes/ornament_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.8851528739841494, 3.3084862270285957, 0.44319837613251917) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0005" ( + prepend references = @./Meshes/ornament_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.6494976463317826, 3.894030761295826, 0.27036961442086815) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0006" ( + prepend references = @./Meshes/ornament_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.323842408714441, 1.9776306380504451, 0.6557693163914349) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0007" ( + prepend references = @./Meshes/ornament_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.266926467639581, 2.0396905522239392, 0.6306526714124326) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0008" ( + prepend references = @./Meshes/ornament_0008.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.257857301245252, 5.493553489848128, 0.6542998395768089) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0009" ( + prepend references = @./Meshes/ornament_0009.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.2009401394672667, 5.555612182843865, 0.6298616568351566) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0010" ( + prepend references = @./Meshes/ornament_0010.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.2852987174987787, 3.646311035156237, 0.22110093689171045) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0011" ( + prepend references = @./Meshes/ornament_0011.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.841162063650183, 6.673722992311903, 1.2502741089735985) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0018" ( + prepend references = @./Meshes/ornament_0018.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.4112279504020018, 5.395465136861833, 1.543668577069445) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0019" ( + prepend references = @./Meshes/ornament_0019.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.3045552501646072, 5.533934337430407, 1.4455369649303196) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0020" ( + prepend references = @./Meshes/ornament_0020.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.3456651344305859, 5.663244400003991, 1.3945465874586542) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0000" ( + prepend references = @./Meshes/wine_set_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.664201660156252, 10.047802743911744, 0.8363773689252532) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0001" ( + prepend references = @./Meshes/wine_set_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.7116847305296385, 9.970829519271799, 0.8363904418929772) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0002" ( + prepend references = @./Meshes/wine_set_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.6140211467742813, 9.968857372283894, 0.8477053489676732) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0003" ( + prepend references = @./Meshes/wine_set_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.4920143909454464, 9.898906280517517, 0.8364102745043567) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0004" ( + prepend references = @./Meshes/wine_set_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.4939817733764573, 9.801249980926556, 0.8475472793547222) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0005" ( + prepend references = @./Meshes/wine_set_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.4150439453125, 9.851435546875, 0.8364779968259225) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0006" ( + prepend references = @./Meshes/wine_set_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.721059770583982, 9.011298349380432, 0.8364199066150959) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0007" ( + prepend references = @./Meshes/wine_set_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.644099109649786, 8.963818838119519, 0.8364999961853812) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0008" ( + prepend references = @./Meshes/wine_set_0008.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.642121780395511, 9.061474609374947, 0.8476308288554789) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0009" ( + prepend references = @./Meshes/wine_set_0009.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.504717117309557, 8.881669853210363, 0.8477400512692158) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0010" ( + prepend references = @./Meshes/wine_set_0010.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.45452856826784, 8.802734455108709, 0.8364198913563067) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0011" ( + prepend references = @./Meshes/wine_set_0011.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.4070603771210806, 8.87970745086675, 0.8364965896606722) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0000" ( + prepend references = @./Meshes/flower_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.5055850274149742, 10.232452028865174, 0.7524990534595367) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0001" ( + prepend references = @./Meshes/flower_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.902254217719761, 9.836517305639799, 0.7366627710005967) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0002" ( + prepend references = @./Meshes/flower_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.905713595008048, 9.16991375377517, 0.7366627891204636) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0003" ( + prepend references = @./Meshes/flower_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.4621187029593417, 9.16395330244435, 1.1074367327353285) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0007" ( + prepend references = @./Meshes/flower_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.2932451545561174, 4.113072531323279, 0.6569539049216615) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0008" ( + prepend references = @./Meshes/flower_0008.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.180992820754133, 6.686146629424924, 1.2213500527968817) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0000" ( + prepend references = @./Meshes/vase_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.447008823618429, 9.159065896105648, 0.901921284007406) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "menorah_0000" ( + prepend references = @./Meshes/menorah_0000.usd@ + ) + { + quatf xformOp:orient = (0.6434726, -0, 0, 0.76546913) + float3 xformOp:scale = (0.42644683, 0.42644683, 0.4265) + double3 xformOp:translate = (1.3416531587623322, 2.1058262781382386, 1.4285407308995999) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "menorah_0001" ( + prepend references = @./Meshes/menorah_0001.usd@ + ) + { + quatf xformOp:orient = (0.6434726, -0, 0, 0.76546913) + float3 xformOp:scale = (0.42644683, 0.42644683, 0.4265) + double3 xformOp:translate = (1.387299114912439, 2.251958535537654, 1.5206474843596351) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "menorah_0002" ( + prepend references = @./Meshes/menorah_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.3363073995613655, 3.3487298968522423, 0.7506638281420597) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "menorah_0003" ( + prepend references = @./Meshes/menorah_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.3363066480320902, 3.214598602614894, 0.7158995086272402) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0000" ( + prepend references = @./Meshes/book_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.9053416290115881, 4.085870489317202, 0.2900354427716542) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0001" ( + prepend references = @./Meshes/book_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.3032949142352188, 4.472561459837246, 0.5809072350345671) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0002" ( + prepend references = @./Meshes/book_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.299439842213903, 4.472527188599586, 0.5517711309277213) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0003" ( + prepend references = @./Meshes/book_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.3576815795898063, 4.1203565864563005, 0.22475806399532897) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0004" ( + prepend references = @./Meshes/book_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.3617074584960938, 4.1167138671875, 0.20609817095944147) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0005" ( + prepend references = @./Meshes/book_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.3764645385742187, 4.1063037109375005, 0.19967315264889457) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0006" ( + prepend references = @./Meshes/book_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.370863285057988, 3.9702378958741362, 0.19749515887517016) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0007" ( + prepend references = @./Meshes/book_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.3782167949640018, 3.975553691773053, 0.1627852046120053) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0008" ( + prepend references = @./Meshes/book_0008.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.487202560422228, 6.682662650215923, 1.1300871226693678) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0000" ( + prepend references = @./Meshes/storage_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.8806298675337162, 3.2751988678540833, 0.3794357332302466) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0001" ( + prepend references = @./Meshes/storage_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.2904453735124009, 4.480717109643327, 0.3777544820197675) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0000" ( + prepend references = @./Meshes/tea_set_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.6844820934628887, 3.737976328112944, 0.3114992840329719) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0001" ( + prepend references = @./Meshes/tea_set_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.651472133288338, 3.8890823232911704, 0.30124687219062635) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0002" ( + prepend references = @./Meshes/tea_set_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.6825077056884646, 3.742924804264709, 0.28062198012921796) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0003" ( + prepend references = @./Meshes/tea_set_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.233377499351825, 2.2031824963674795, 0.5854066885164334) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0004" ( + prepend references = @./Meshes/tea_set_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.167391171179511, 5.7191053477995055, 0.5843464685485877) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0000" ( + prepend references = @./Meshes/table_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.907304475140775, 3.66674679624272, 0.18868263314368067) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0001" ( + prepend references = @./Meshes/table_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.3489770508285646, 2.1355761722353463, 0.27383078943612127) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0002" ( + prepend references = @./Meshes/table_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.2829931640625003, 5.651499023667372, 0.2727705694682756) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0003" ( + prepend references = @./Meshes/table_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.47440476, 9.27198997, 0.38719694138962474) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0000" ( + prepend references = @./Meshes/pillow_0000.usd@ + ) + { + quatf xformOp:orient = (0.9238795, -0, 0, 0.38268343) + float3 xformOp:scale = (-0.99999034, 0.99999034, 1) + double3 xformOp:translate = (-1.2113252606153406, 5.455808842488052, 0.5912012983677879) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0001" ( + prepend references = @./Meshes/pillow_0001.usd@ + ) + { + quatf xformOp:orient = (-0.24827833, -0, 0, -0.9686887) + float3 xformOp:scale = (-0.999982, 0.999982, 1) + double3 xformOp:translate = (-1.1495047583121363, 1.8957737476394954, 0.6165041377566773) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0007" ( + prepend references = @./Meshes/pillow_0007.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.370833976745118, 3.823146362304606, 0.7492355346598731) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0008" ( + prepend references = @./Meshes/pillow_0008.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.2266997473655024, 4.252858947817719, 0.7111945723277898) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0009" ( + prepend references = @./Meshes/pillow_0009.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.196230558680651, 3.4773828831415443, 0.7110815198793148) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0010" ( + prepend references = @./Meshes/pillow_0010.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.2835841217101405, 4.669812587798645, 0.7524783859688999) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0011" ( + prepend references = @./Meshes/pillow_0011.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.2641761016906083, 3.0822168526351543, 0.7296650578648878) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0012" ( + prepend references = @./Meshes/pillow_0012.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.1885676269857255, 3.8626545411266897, 0.4958212278708345) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0000" ( + prepend references = @./Meshes/sofa_0000.usd@ + ) + { + quatf xformOp:orient = (0.9238795, -0, 0, 0.38268343) + float3 xformOp:scale = (-0.99999034, 0.99999034, 1) + double3 xformOp:translate = (-1.1059375334618784, 5.3429738025810085, 0.42403788200878656) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0001" ( + prepend references = @./Meshes/sofa_0001.usd@ + ) + { + quatf xformOp:orient = (-0.24827833, -0, 0, -0.9686887) + float3 xformOp:scale = (-0.999982, 0.999982, 1) + double3 xformOp:translate = (-1.0834095128378116, 2.003624036350075, 0.44833547973905374) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0000" ( + prepend references = @./Meshes/table_lamp_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.373677986033164, 2.1303309099679337, 0.850839712157752) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0001" ( + prepend references = @./Meshes/table_lamp_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.3076916578608495, 5.646253761316147, 0.8524158249103295) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spoon_0000" ( + prepend references = @./Meshes/spoon_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.2373242141053375, 2.1556437539397297, 0.5648488672256999) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spoon_0001" ( + prepend references = @./Meshes/spoon_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.1713378859330232, 5.671566605141884, 0.5639283255921552) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0001" ( + prepend references = @./Meshes/cabinet_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.3450598012052686, 2.26116369605425, 0.66468161010165) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0002" ( + prepend references = @./Meshes/cabinet_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.3450598012052686, 5.4427213132417505, 0.66468161010165) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0003" ( + prepend references = @./Meshes/cabinet_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.3122573092311112, 3.851942047817077, 0.26818682731181664) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0004" ( + prepend references = @./Meshes/cabinet_0004.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.8210530091442823, 6.670421827042802, 0.5483196718196366) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0000" ( + prepend references = @./Meshes/shelf_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.804158355712391, 6.509520225525611, 1.954341716766825) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_decoration_0000" ( + prepend references = @./Meshes/wall_decoration_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.6647472991943357, 7.803413055419922, 1.794657409664628) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0000" ( + prepend references = @./Meshes/picture_frame_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.2199578247070349, 7.80786379480322, 2.0181931645511) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0001" ( + prepend references = @./Meshes/picture_frame_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.02974325561524836, 7.807860957144812, 1.393192706786312) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0002" ( + prepend references = @./Meshes/picture_frame_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.419956954956059, 7.807861665725641, 1.3931924626463927) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0003" ( + prepend references = @./Meshes/picture_frame_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.3431682359085475, 3.7490094962828078, 0.6120488407561037) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0004" ( + prepend references = @./Meshes/picture_frame_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.3215622632148993, 3.698651837753457, 0.39631590243350695) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0005" ( + prepend references = @./Meshes/picture_frame_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.2798162751539714, 3.6048394861056465, 0.3802524315847001) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "clock_0000" ( + prepend references = @./Meshes/clock_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.3075845867618374, 4.486000681748401, 0.6606563624684443) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "clock_0001" ( + prepend references = @./Meshes/clock_0001.usd@ + ) + { + quatf xformOp:orient = (0.59203583, -0, 0, -0.80591166) + float3 xformOp:scale = (1.0000447, 1.0000447, 1) + double3 xformOp:translate = (1.3632018215345236, 2.44675722616839, 1.43726968407345) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "electric_appliance_0000" ( + prepend references = @./Meshes/electric_appliance_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.3324880484667194, 3.239033759968514, 0.3580596294340238) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0001" ( + prepend references = @./Meshes/chandelier_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.2479, 1.2479, 1) + double3 xformOp:translate = (-0.5737251557590685, 3.7550620100984884, 2.1524433163906367) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0002" ( + prepend references = @./Meshes/chandelier_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9229001, 0.9229001, 1) + double3 xformOp:translate = (-3.517755130931912, 9.591929245783957, 2.0255855278315424) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0000" ( + prepend references = @./Meshes/television_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.69990003, 0.69990003, 0.69990003) + double3 xformOp:translate = (1.5859099872256714, 3.844864354122151, 1.385262430939673) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0000" ( + prepend references = @./Meshes/painting_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8503001, 1, 0.8587) + double3 xformOp:translate = (-2.74011474609375, 3.85627685546875, 1.6572078226031162) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0001" ( + prepend references = @./Meshes/painting_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.7123, 0.7123, 0.7123) + double3 xformOp:translate = (-2.071383056640625, 9.8892578125, 1.6144491067405995) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0002" ( + prepend references = @./Meshes/painting_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.7123, 0.7123, 0.7123) + double3 xformOp:translate = (-2.071383056640625, 9.12912109375, 1.6144491067405995) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0000" ( + prepend references = @./Meshes/spot_light_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.208572719325185, 7.188532379736817, 2.4848288389089754) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0000" ( + prepend references = @./Meshes/chair_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.07038479, 8.706781959999999, 0.5060094363310311) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0001" ( + prepend references = @./Meshes/chair_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.07038479, 9.25564847, 0.5060094363310311) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0002" ( + prepend references = @./Meshes/chair_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.07038479, 9.78737896, 0.5060094363310311) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0003" ( + prepend references = @./Meshes/chair_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.8545997499999998, 9.78737896, 0.506009942331031) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0004" ( + prepend references = @./Meshes/chair_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.8545997499999998, 9.25564847, 0.506009942331031) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0005" ( + prepend references = @./Meshes/chair_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.8545997499999998, 8.706781959999999, 0.506009942331031) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "kitchen_914307" + { + def Xform "ceiling_light_0001" ( + prepend references = @./Meshes/ceiling_light_0001.usd@ + ) + { + quatf xformOp:orient = (2.724001e-7, -0, 0, 1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.313557127921162, 12.02563340621606, 2.4669995048878626) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0000" ( + prepend references = @./Meshes/kitchenware_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.239571323331617, 12.965370384172061, 0.9945559500432579) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0001" ( + prepend references = @./Meshes/kitchenware_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.2606781673494436, 12.950061567534794, 1.0227859992962) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0002" ( + prepend references = @./Meshes/kitchenware_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.2906323342323307, 12.958883735658585, 1.0955715214849278) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0000" ( + prepend references = @./Meshes/other_cooker_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.3066571959685893, 12.979549849495482, 1.0739448852514897) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0001" ( + prepend references = @./Meshes/other_cooker_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.3360680560214195, 12.9441303469997, 1.0671147841989208) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0002" ( + prepend references = @./Meshes/other_cooker_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.3641871757552098, 12.918290737772532, 1.062520312871099) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0003" ( + prepend references = @./Meshes/other_cooker_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.565096618652365, 12.8110588226319, 0.863811722245243) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "range_hood_0000" ( + prepend references = @./Meshes/range_hood_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.560316070560223, 12.82109894942794, 1.9709133870157758) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cookware_0000" ( + prepend references = @./Meshes/cookware_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.6391032257075233, 12.82672491454971, 0.9339630546558609) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0000" ( + prepend references = @./Meshes/ornament_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.1521713139382666, 12.759229039668876, 0.8920221651931253) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0001" ( + prepend references = @./Meshes/ornament_0001.usd@ + ) + { + quatf xformOp:orient = (0.9961947, -0, 0, 0.08715548) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.826262145041895, 12.948918363597176, 0.9745515381927365) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "basin_0000" ( + prepend references = @./Meshes/basin_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.697775178521622, 12.04566756544694, 0.7081522130338379) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0000" ( + prepend references = @./Meshes/bathroom_product_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.79846230701158, 12.021058621545604, 1.001053729560563) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0009" ( + prepend references = @./Meshes/cabinet_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.238739926199219, 12.868554777, 2.099999537499976) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0010" ( + prepend references = @./Meshes/cabinet_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.5175778228242187, 12.22436584915625, 0.4449994989999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "balcony_914303" + { + def Xform "ornament_0012" ( + prepend references = @./Meshes/ornament_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.146240722656257, 0.8734699859619218, 1.6857910003715446) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0013" ( + prepend references = @./Meshes/ornament_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.0671514921259933, 0.8734701280591242, 1.6115898132336155) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0014" ( + prepend references = @./Meshes/ornament_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.4857747154199576, 0.8590983581569378, 1.0374935798677851) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0015" ( + prepend references = @./Meshes/ornament_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.1628306999158324, 0.8591129951512099, 0.7747058792154513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0016" ( + prepend references = @./Meshes/ornament_0016.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.5856419689780945, 0.8656053770740971, 1.3466662636793343) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0017" ( + prepend references = @./Meshes/ornament_0017.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.42677590335688, 0.8656054763098058, 1.3466720045922769) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0004" ( + prepend references = @./Meshes/flower_0004.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.0490688747097545, -0.5081288146643067, 0.17258877709879866) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0005" ( + prepend references = @./Meshes/flower_0005.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.880906402755475, -0.5078625028808983, 0.17236791736176366) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0006" ( + prepend references = @./Meshes/flower_0006.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.7297655261587213, -0.5326563952427688, 0.2305485127601025) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0009" ( + prepend references = @./Meshes/flower_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.2657233583144514, 0.8627370493248273, 1.818433372425342) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0010" ( + prepend references = @./Meshes/flower_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.7127, 0.7127, 0.7127) + double3 xformOp:translate = (-2.29082347367847, -0.249839756969659, 0.9297036493465748) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0001" ( + prepend references = @./Meshes/vase_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.230293025970296, 0.8754593028898539, 1.644866485596501) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0009" ( + prepend references = @./Meshes/book_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.5111541595452342, 0.8741634292598991, 1.5883603651108036) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0010" ( + prepend references = @./Meshes/book_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.5062274856567304, 0.8688917159910381, 1.5607158133371892) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0011" ( + prepend references = @./Meshes/book_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.504022468572337, 0.8426292762642246, 1.5506925495147623) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0012" ( + prepend references = @./Meshes/book_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.533661440849258, 0.8762322311401051, 1.3596424862967174) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0013" ( + prepend references = @./Meshes/book_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.5175730114086803, 0.8845250167850719, 1.3598231620788463) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0014" ( + prepend references = @./Meshes/book_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.478348428249378, 0.8572936096190904, 1.3590621376035403) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0015" ( + prepend references = @./Meshes/book_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.1358095474242833, 0.8609609680173514, 1.3008182518120224) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0016" ( + prepend references = @./Meshes/book_0016.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.135809226989745, 0.9225765609723948, 1.320471564972465) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0017" ( + prepend references = @./Meshes/book_0017.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.135809707641098, 0.8609609069681153, 1.2657446011271936) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0018" ( + prepend references = @./Meshes/book_0018.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.3135959763526883, 0.8382093582153215, 1.0771063690176685) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0019" ( + prepend references = @./Meshes/book_0019.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.2885660648345825, 0.8604833068847063, 1.075633956908399) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0020" ( + prepend references = @./Meshes/book_0020.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.5122750930785727, 0.869009719844405, 0.7042146673193583) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0021" ( + prepend references = @./Meshes/book_0021.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.507452674865709, 0.8609607543925825, 0.6715380055535421) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0022" ( + prepend references = @./Meshes/book_0022.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.5127166824334184, 0.8741634292598991, 0.545475560861994) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0023" ( + prepend references = @./Meshes/book_0023.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.507791908264181, 0.8688918533321015, 0.5193520693777985) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0024" ( + prepend references = @./Meshes/book_0024.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.505562973022446, 0.8426297569253095, 0.49584210656759214) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0025" ( + prepend references = @./Meshes/book_0025.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.512274116516058, 0.8690093078603502, 0.46467088957951075) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0026" ( + prepend references = @./Meshes/book_0026.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.5119178085326617, 0.8609606323203491, 0.43301154399213204) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0027" ( + prepend references = @./Meshes/book_0027.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.5074510803222645, 0.8609610366804026, 0.40658606692558996) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0028" ( + prepend references = @./Meshes/book_0028.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.5074506835937065, 0.860961044309579, 0.3825128948620243) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0007" ( + prepend references = @./Meshes/cabinet_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.3279225158689245, 0.8682166061846903, 0.9080857121536512) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0011" ( + prepend references = @./Meshes/cabinet_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.1, 1, 0.95) + double3 xformOp:translate = (1.40964997, 0.17415198, 1.981125672814626) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0012" ( + prepend references = @./Meshes/cabinet_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.1, 1, 0.95) + double3 xformOp:translate = (1.29936013, 0.17522497, 0.5802700501835958) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0001" ( + prepend references = @./Meshes/shelf_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.7127, 0.7127, 0.7127) + double3 xformOp:translate = (-2.376101815408324, -0.2976635468620327, 0.3365524095404987) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0000" ( + prepend references = @./Meshes/tray_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.8942676471171067, -0.5039856529235837, 0.014208657344841242) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "washing_machine_0000" ( + prepend references = @./Meshes/washing_machine_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.1, 1, 0.95) + double3 xformOp:translate = (1.20164216, 0.58155427, 0.4406119687474386) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bathroom_914309" + { + def Xform "basin_0001" ( + prepend references = @./Meshes/basin_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.96660006, 1, 1) + double3 xformOp:translate = (3.8723037896829853, 8.047230262755457, 0.7894806289680678) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0001" ( + prepend references = @./Meshes/bathroom_product_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.96660006, 1, 1) + double3 xformOp:translate = (3.8723038136244816, 8.173454215678579, 0.9095166702319997) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0002" ( + prepend references = @./Meshes/bathroom_product_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.162632042376953, 6.669473348438182, 1.4868145015327143) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0000" ( + prepend references = @./Meshes/cabinet_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.96660006, 1, 1) + double3 xformOp:translate = (3.8763214426011654, 8.035082038881635, 0.4130289306584791) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_5e96dcaa5974ed00016c02b0" + { + over "MI_5a3d26bc52b61460220a9c39" + { + float inputs:IsMetallicTex = 0 + float4 inputs:Specular_Color = (0.5, 0.5, 0.5, 1) + } + } + } + } + + def Xform "cabinet_0008" ( + prepend references = @./Meshes/cabinet_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.96660006, 1, 1) + double3 xformOp:translate = (3.8576513671875, 8.234759012208803, 1.5182575566405938) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "electric_appliance_0001" ( + prepend references = @./Meshes/electric_appliance_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.4613305662323945, 7.223584724421406, 2.6055923926382762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "closestool_0000" ( + prepend references = @./Meshes/closestool_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.052750583760754, 7.928589397275959, 0.26032208627778397) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0000" ( + prepend references = @./Meshes/daily_equipment_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.96660006, 1, 1) + double3 xformOp:translate = (4.137648916563034, 8.231036041259925, 1.7607730484003747) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0001" ( + prepend references = @./Meshes/daily_equipment_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.96660006, 1, 1) + double3 xformOp:translate = (4.106968488175138, 8.222441581724768, 1.4443571243304387) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0002" ( + prepend references = @./Meshes/daily_equipment_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.96660006, 1, 1) + double3 xformOp:translate = (4.236239019335314, 8.217680321696834, 1.76266695022639) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0003" ( + prepend references = @./Meshes/daily_equipment_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.96660006, 1, 1) + double3 xformOp:translate = (4.293477728372288, 8.233202571869763, 1.1047990414737812) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0004" ( + prepend references = @./Meshes/daily_equipment_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.96660006, 1, 1) + double3 xformOp:translate = (4.226993421319923, 8.227600747108506, 1.091706485748436) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0005" ( + prepend references = @./Meshes/daily_equipment_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.96660006, 1, 1) + double3 xformOp:translate = (4.115833712914245, 8.224273477558047, 1.1165110130345681) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "mirror_0000" ( + prepend references = @./Meshes/mirror_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.96660006, 1, 1) + double3 xformOp:translate = (3.69470947265625, 8.185576171875, 1.5182575566405938) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bedroom_914301" + { + def Xform "tea_set_0005" ( + prepend references = @./Meshes/tea_set_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.461753307387273, 11.581120488000572, 0.550137807825954) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0006" ( + prepend references = @./Meshes/tea_set_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.46175449930474, 11.434416582115276, 0.5501454448578198) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0007" ( + prepend references = @./Meshes/tea_set_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.461753307387273, 9.199147831750572, 0.550137807825954) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0008" ( + prepend references = @./Meshes/tea_set_0008.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.46175449930474, 9.052434160240276, 0.5501454448578198) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0002" ( + prepend references = @./Meshes/pillow_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.0639, 1.0639, 1.0639) + double3 xformOp:translate = (4.468441039814814, 9.793700298848943, 0.6549663188785076) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0003" ( + prepend references = @./Meshes/pillow_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.0639, 1.0639, 1.0639) + double3 xformOp:translate = (4.241873301726062, 10.066662529500098, 0.6356176825721032) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0004" ( + prepend references = @./Meshes/pillow_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.0639, 1.0639, 1.0639) + double3 xformOp:translate = (4.238391413250894, 10.504882815611525, 0.6292661777232406) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0005" ( + prepend references = @./Meshes/pillow_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.0639, 1.0639, 1.0639) + double3 xformOp:translate = (4.468189170879732, 10.248263052563093, 0.6552133503986286) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0006" ( + prepend references = @./Meshes/pillow_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.0639, 1.0639, 1.0639) + double3 xformOp:translate = (4.468441802804843, 10.727494612588927, 0.655981221819168) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0002" ( + prepend references = @./Meshes/table_lamp_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.577506172031073, 11.394259885599935, 0.8721072069370349) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0003" ( + prepend references = @./Meshes/table_lamp_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.577506172031073, 9.012277463724933, 0.8721072069370349) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0005" ( + prepend references = @./Meshes/cabinet_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.543138320915733, 11.437445753592867, 0.2552296066243043) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0006" ( + prepend references = @./Meshes/cabinet_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.543138320915733, 9.055463331717867, 0.2552296066243043) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0006" ( + prepend references = @./Meshes/picture_frame_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.678188476552252, 11.54483340072689, 0.6419021412961672) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0007" ( + prepend references = @./Meshes/picture_frame_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.678188476552252, 9.162841213226892, 0.6419021412961672) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0008" ( + prepend references = @./Meshes/picture_frame_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.756341750000001, 10.023329310000001, 1.6649942099999766) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0009" ( + prepend references = @./Meshes/picture_frame_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.756341760000001, 10.697457300000002, 1.6649942099999766) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0000" ( + prepend references = @./Meshes/bedding_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.0639, 1.0639, 1.0639) + double3 xformOp:translate = (3.356538342253907, 10.253428980693458, 0.37195883843771294) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0001" ( + prepend references = @./Meshes/bedding_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.0639, 1.0639, 1.0639) + double3 xformOp:translate = (3.6211601458320404, 10.244935894215692, 0.281078636362695) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0000" ( + prepend references = @./Meshes/bed_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.0639, 1.0639, 1.0639) + double3 xformOp:translate = (3.7195360201994196, 10.249675758721912, 0.5279485865149763) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0003" ( + prepend references = @./Meshes/chandelier_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.7944, 0.7944, 1) + double3 xformOp:translate = (3.240697109313569, 10.170146732830181, 2.0757010989323934) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0001" ( + prepend references = @./Meshes/television_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.8939497769997993, 10.263124604436817, 1.3793187214902445) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "wall" + { + def Xform "wall_0000" ( + prepend references = @./Meshes/wall_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9576, 0.9576, 0.9576) + double3 xformOp:translate = (-2.069871501195999, 9.48138683564397, 1.3151301096763859) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0001" ( + prepend references = @./Meshes/wall_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.2494, 1, 0.9867) + double3 xformOp:translate = (-2.7370865321207636, 3.8750831593771835, 1.2739378233204566) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0002" ( + prepend references = @./Meshes/wall_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9638, 1, 0.8499) + double3 xformOp:translate = (4.761918080328461, 10.255953148195902, 1.2692034856729515) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0003" ( + prepend references = @./Meshes/wall_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9438, 1, 0.7950001) + double3 xformOp:translate = (1.596283115388093, 3.875029296895198, 1.269999314109256) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0004" ( + prepend references = @./Meshes/wall_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.88985992, 10.315879820000001, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0005" ( + prepend references = @./Meshes/wall_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.4672500600000005, 8.4143399, 1.3999971362302313) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0006" ( + prepend references = @./Meshes/wall_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.75613495, 10.08345978, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0007" ( + prepend references = @./Meshes/wall_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.1169101, 7.443580020000001, 1.399995152587653) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0008" ( + prepend references = @./Meshes/wall_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.9728648399999997, 6.35281494, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0009" ( + prepend references = @./Meshes/wall_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.57348999, 1.16552502, 1.399996068114997) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0010" ( + prepend references = @./Meshes/wall_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.8615399200000002, 3.8234598899999996, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0011" ( + prepend references = @./Meshes/wall_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.52297508, 7.94091492, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0012" ( + prepend references = @./Meshes/wall_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.95096001, 10.56492981, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0013" ( + prepend references = @./Meshes/wall_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.76608002, 6.35281494, 1.399995152587653) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0014" ( + prepend references = @./Meshes/wall_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.54348999, -0.76827801, 1.4000279589841376) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0015" ( + prepend references = @./Meshes/wall_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.8615399200000002, 0.1643375, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0016" ( + prepend references = @./Meshes/wall_0016.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.51757507, 11.23410034, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0017" ( + prepend references = @./Meshes/wall_0017.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.71456497, 2.8222668800000004, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0018" ( + prepend references = @./Meshes/wall_0018.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (5.82617004, 7.375, 1.39999683105445) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0019" ( + prepend references = @./Meshes/wall_0019.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.81393494, 12.555699460000001, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0020" ( + prepend references = @./Meshes/wall_0020.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-5.08419495, 9.41996979, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0021" ( + prepend references = @./Meshes/wall_0021.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.475100100000001, 12.91089966, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0022" ( + prepend references = @./Meshes/wall_0022.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.1787400800000003, 13.206099850000001, 1.3999966784665594) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0023" ( + prepend references = @./Meshes/wall_0023.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.3229999500000003, 12.097399900000001, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "other" + { + def Xform "door_handle_0000" ( + prepend references = @./Meshes/door_handle_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.849613052362538, -0.6688535677337414, 1.5065041234138115) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0000" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0001" ( + prepend references = @./Meshes/door_handle_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.888614517206288, 0.13308780799868042, 1.5065041234138115) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0001" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0002" ( + prepend references = @./Meshes/door_handle_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.888614517206288, 0.19558780799868042, 1.5065041234138115) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0002" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0003" ( + prepend references = @./Meshes/door_handle_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.849613052362538, 0.9975288785553211, 1.5065041234138115) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0003" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0004" ( + prepend references = @./Meshes/door_handle_0004.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.5551426303384295, -0.7563525543242179, 1.5065041234138112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0004" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0005" ( + prepend references = @./Meshes/door_handle_0005.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.572238351106883, -0.7953527984648429, 1.5065041234138112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0005" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0006" ( + prepend references = @./Meshes/door_handle_0006.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.634738351106883, -0.7953527984648429, 1.5065041234138112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0006" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0007" ( + prepend references = @./Meshes/door_handle_0007.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.7621181118490705, -0.7563525543242179, 1.5065041234138112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0007" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "doorsill_0000" ( + prepend references = @./Meshes/doorsill_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.1623826200000003, 11.24267595, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0001" ( + prepend references = @./Meshes/doorsill_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.49685551, 1.16552718, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0002" ( + prepend references = @./Meshes/doorsill_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.12548821, 6.864237900000001, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0003" ( + prepend references = @./Meshes/doorsill_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.31755808, 7.94091833, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0004" ( + prepend references = @./Meshes/doorsill_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-5.09277327, 7.40873839, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0000" ( + prepend references = @./Meshes/window_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.36230469, 8.45527788, 1.5000118097851565) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0001" ( + prepend references = @./Meshes/window_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.041072710000001, 11.92916991, 1.4999995299999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0002" ( + prepend references = @./Meshes/window_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.3755859500000005, 12.06797417, 1.4999995299999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0003" ( + prepend references = @./Meshes/window_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.8876173499999997, 0.16433593999999999, 1.5004132062890387) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0004" ( + prepend references = @./Meshes/window_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.6034864000000001, -0.7943555999999999, 1.5004132062890387) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "door_0000" ( + prepend references = @./Meshes/door_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.31755856, 7.96037338, 1.0679994999999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0000" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0001" ( + prepend references = @./Meshes/door_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.16245228, 11.242675779999999, 1.199765002929664) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0001" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0002" ( + prepend references = @./Meshes/door_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.06941967, 7.4087382900000005, 1.1544994999999763) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0002" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0003" ( + prepend references = @./Meshes/door_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.1266227800000004, 6.864238289999999, 1.2459994999999764) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0003" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0004" ( + prepend references = @./Meshes/door_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.49690613, 1.1655273400000001, 1.1997652470702889) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0004" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "physics_constraint_0003" + { + token visibility = "invisible" + } + + over "physics_constraint_0004" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + + over "group_0003" + { + token visibility = "invisible" + } + + over "group_0004" + { + token visibility = "invisible" + } + } + } + } + } + + def Scope "floor" + { + def Xform "floor_0000" ( + prepend references = @./Meshes/floor_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.51757769, 12.22436542, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0001" ( + prepend references = @./Meshes/floor_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.60348683, 0.16433593999999999, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0002" ( + prepend references = @./Meshes/floor_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.32299761, 10.02343765, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0003" ( + prepend references = @./Meshes/floor_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.47583014, 7.37499913, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0004" ( + prepend references = @./Meshes/floor_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.98364308, 6.20410165, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0005" ( + prepend references = @./Meshes/floor_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.36665009, 6.24454784, -0.30000500000023755) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "ceiling" + { + def Xform "ceiling_0000" ( + prepend references = @./Meshes/ceiling_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.36665009, 6.24454784, 2.85) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0001" ( + prepend references = @./Meshes/ceiling_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.51757818, 12.22436542, 2.5000000399999998) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0002" ( + prepend references = @./Meshes/ceiling_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.47583014, 7.37500011, 2.60000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0003" ( + prepend references = @./Meshes/ceiling_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.60348634, 0.16433593999999999, 2.60000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0004" ( + prepend references = @./Meshes/ceiling_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.9836425900000001, 6.20410165, 2.53552494) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0005" ( + prepend references = @./Meshes/ceiling_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.09716793, 6.63574228, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + + def "Rendering" + { + def "Lights" + { + def DistantLight "DirectionalLight" + { + float angle = 0.5357 + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + color3f color = (1, 1, 1) + float colorTemperature = 6500 + bool enableColorTemperature = 0 + float inputs:angle = 0.5357 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 1989.4366 + bool inputs:normalize = 0 + float inputs:specular = 1 + float intensity = 1989.4366 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DistantLight" + uniform token purpose = "default" + token visibility = "inherited" + bool visibleInPrimaryRay = 0 + quatd xformOp:orient = (0.8310364145841578, 0.5289707066169739, 0.06273599873401264, 0.16010204133331057) + double3 xformOp:scale = (2.5, 2.5, 2.5) + double3 xformOp:translate = (5.9947061833861845e-15, 3.5420407491246313, 1.0200463293890838) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def DomeLight "DomeLight" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float guideRadius = 100000 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 1000 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 1 + asset inputs:texture:file = @./limpopo_golf_course_4k.hdr@ + token inputs:texture:format = "latlong" + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DomeLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0, 0, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def RectLight "RectLight" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float3[] extent = [(-50, -50, -0), (50, 50, 0)] + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 5500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 1 + float inputs:exposure = 1 + float inputs:height = 2 + float inputs:intensity = 500 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 0 + asset inputs:texture:file + float inputs:width = 1.5 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "RectLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (0.7071067811865475, 0.7071067811865476, 0, 0) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.4793657701242642, 1.2504576451347407, 1.2390650773782346) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } +} + diff --git a/kujiale_0034/limpopo_golf_course_4k.hdr b/kujiale_0034/limpopo_golf_course_4k.hdr new file mode 100644 index 0000000000000000000000000000000000000000..69a8064f5ce4ae974f68c4a95a85731b92b82c23 --- /dev/null +++ b/kujiale_0034/limpopo_golf_course_4k.hdr @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d8c4f77cd64dae23dc7cc32665b6bcbc370716d3c99e255bf9359b6225862f36 +size 26179131 diff --git a/kujiale_0034/rooms.json b/kujiale_0034/rooms.json new file mode 100644 index 0000000000000000000000000000000000000000..dc58a93438c13ffa2634443ce38f4a7044bc3094 --- /dev/null +++ b/kujiale_0034/rooms.json @@ -0,0 +1 @@ +[{"room_type": "living room", "polygon": [[-2.7501171875, 6.46423828125], [-2.7501171875, 1.28552734375], [1.6031445312500001, 1.28552734375], [1.6031445312500001, 6.46423828125], [3.00548828125, 6.46423828125], [3.00548828125, 7.82091796875], [1.74755859375, 7.82091796875], [-2.0623828125, 7.82091796875], [-2.0623828125, 11.12267578125], [-4.9727734375, 11.12267578125], [-4.9727734375, 6.46423828125]]}, {"room_type": "bedroom", "polygon": [[4.7784375, 11.98595703125], [2.4755859375, 11.98595703125], [1.86755859375, 11.98595703125], [1.86755859375, 8.060917968750001], [3.00548828125, 8.060917968750001], [3.00548828125, 8.525761718750001], [4.7784375, 8.525761718750001]]}, {"room_type": "balcony", "polygon": [[-2.8101171875, 1.0455273437500001], [-2.8101171875, -0.7168554687500001], [1.6031445312500001, -0.7168554687500001], [1.6031445312500001, 1.0455273437500001]]}, {"room_type": "kitchen", "polygon": [[-2.0623828125, 13.0860546875], [-4.41509765625, 13.0860546875], [-4.41509765625, 12.4956640625], [-4.9727734375, 12.4956640625], [-4.9727734375, 11.362675781250001], [-2.0623828125, 11.362675781250001], [-2.0623828125, 12.10595703125]]}, {"room_type": "bathroom", "polygon": [[3.24548828125, 8.28576171875], [3.24548828125, 7.94091796875], [3.24548828125, 6.46423828125], [5.706171875, 6.46423828125], [5.706171875, 8.28576171875], [4.8984375, 8.28576171875]]}] \ No newline at end of file diff --git a/kujiale_0035/.thumbs/256x256/kujiale_0035.usda.png b/kujiale_0035/.thumbs/256x256/kujiale_0035.usda.png new file mode 100644 index 0000000000000000000000000000000000000000..97a0ed491a3d9657920540a8b76a40e888e14749 --- /dev/null +++ b/kujiale_0035/.thumbs/256x256/kujiale_0035.usda.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:8936d81f641028d592e62af0585d6ad54b5e0a8bcb16fbb92b1f3499783d0ec5 +size 92147 diff --git a/kujiale_0035/Materials/BasicShapeMaterial.mdl b/kujiale_0035/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/kujiale_0035/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0035/Materials/MI_56ce74b2e4b06c9946273012_v2.mdl b/kujiale_0035/Materials/MI_56ce74b2e4b06c9946273012_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..1cd4ce27ff9ee5daf69c46780badcba5bd0c6af8 --- /dev/null +++ b/kujiale_0035/Materials/MI_56ce74b2e4b06c9946273012_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_56ce74b2e4b06c9946273012_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0035/Materials/MI_5df71e02091fdf0001c7b7db_v2.mdl b/kujiale_0035/Materials/MI_5df71e02091fdf0001c7b7db_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..04c31abdf4fda1d198b07a13c504990146702355 --- /dev/null +++ b/kujiale_0035/Materials/MI_5df71e02091fdf0001c7b7db_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5df71e02091fdf0001c7b7db_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0035/Materials/MI_5f34c158c6ff5a0001878142.mdl b/kujiale_0035/Materials/MI_5f34c158c6ff5a0001878142.mdl new file mode 100644 index 0000000000000000000000000000000000000000..63068cb9266795a6837f398b04df0f376739711b --- /dev/null +++ b/kujiale_0035/Materials/MI_5f34c158c6ff5a0001878142.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5f34c158c6ff5a0001878142( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0035/Materials/MI_60b6fba5c9c5fa0001417efd_v2.mdl b/kujiale_0035/Materials/MI_60b6fba5c9c5fa0001417efd_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f8155c1ea4bc991b3b1148f66727de119f7cfdaa --- /dev/null +++ b/kujiale_0035/Materials/MI_60b6fba5c9c5fa0001417efd_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_60b6fba5c9c5fa0001417efd_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0035/Materials/MI_60e7aff2c6ff5a0001f3202b.mdl b/kujiale_0035/Materials/MI_60e7aff2c6ff5a0001f3202b.mdl new file mode 100644 index 0000000000000000000000000000000000000000..3daf52d421df63db075b2bac2e119103d5369baa --- /dev/null +++ b/kujiale_0035/Materials/MI_60e7aff2c6ff5a0001f3202b.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_60e7aff2c6ff5a0001f3202b( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0035/Materials/MI_60e7fd665b896900013e377e.mdl b/kujiale_0035/Materials/MI_60e7fd665b896900013e377e.mdl new file mode 100644 index 0000000000000000000000000000000000000000..49c07964cee7c314e051cde0e23831f8fe25e40a --- /dev/null +++ b/kujiale_0035/Materials/MI_60e7fd665b896900013e377e.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_60e7fd665b896900013e377e( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0035/Materials/MI_Linen_Canvas_rbess3s0_2K1.mdl b/kujiale_0035/Materials/MI_Linen_Canvas_rbess3s0_2K1.mdl new file mode 100644 index 0000000000000000000000000000000000000000..af218c798e1f47c10c4df8134e6ca4941fecc1e0 --- /dev/null +++ b/kujiale_0035/Materials/MI_Linen_Canvas_rbess3s0_2K1.mdl @@ -0,0 +1,188 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_Linen_Canvas_rbess3s0_2K1( + float4 Tiling_Offset = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Tiling/Offset"), + anno::ui_order(2), + anno::in_group("00 - Global") + ]], + float RotationAngle = 0.0 + [[ + anno::display_name("Rotation Angle"), + anno::ui_order(3), + anno::in_group("00 - Global") + ]], + uniform texture_2d Normal = texture_2d("./Textures/Placeholder_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal"), + anno::ui_order(3), + anno::in_group("07 - Texture Maps"), + sampler_normal() + ]], + float NormalStrength = 1.0 + [[ + anno::display_name("Normal Strength"), + anno::ui_order(32), + anno::in_group("05 - Normal") + ]], + uniform texture_2d Albedo = texture_2d("./Textures/DefaultDiffuse.png",::tex::gamma_srgb) + [[ + anno::display_name("Albedo"), + anno::in_group("07 - Texture Maps"), + sampler_color() + ]], + float4 AlbedoControls = float4(1.0,1.0,1.0,0.0) + [[ + anno::display_name("Albedo Controls"), + anno::ui_order(32), + anno::in_group("01 - Albedo") + ]], + float4 AlbedoTint = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Albedo Tint"), + anno::ui_order(1), + anno::in_group("01 - Albedo") + ]], + float4 MetallicControls = float4(1.0,0.0,1.0,1.0) + [[ + anno::display_name("Metallic Controls"), + anno::ui_order(32), + anno::in_group("02 - Metallic") + ]], + uniform texture_2d Metalness = texture_2d("./Textures/BlackPlaceholder.png",::tex::gamma_linear) + [[ + anno::display_name("Metalness"), + anno::ui_order(1), + anno::in_group("07 - Texture Maps"), + sampler_color() + ]], + float BaseSpecular = 0.5 + [[ + anno::display_name("Base Specular"), + anno::ui_order(1), + anno::in_group("03 - Specular") + ]], + float4 Specular_Desaturation = float4(0.5,0.5,0.5,1.0) + [[ + anno::display_name("Specular - Desaturation"), + anno::ui_order(2), + anno::in_group("03 - Specular") + ]], + float SpecularFromAlbedoOverride = 0.0 + [[ + anno::display_name("Specular From Albedo Override"), + anno::ui_order(32), + anno::in_group("03 - Specular") + ]], + float MinRoughness = 0.0 + [[ + anno::display_name("Min Roughness"), + anno::ui_order(32), + anno::in_group("04 - Roughness") + ]], + float MaxRoughness = 1.0 + [[ + anno::display_name("Max Roughness"), + anno::ui_order(1), + anno::in_group("04 - Roughness") + ]], + uniform texture_2d ARD = texture_2d("./Textures/WhitePlaceholder.png",::tex::gamma_linear) + [[ + anno::display_name("ARD"), + anno::description("AO/R/D"), + anno::ui_order(2), + anno::in_group("07 - Texture Maps"), + sampler_color() + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float Local0 = (0.0 * -1.0); + float2 Local1 = (float2(Tiling_Offset.x,Tiling_Offset.y) / 2.0); + float2 Local2 = (Local1 + float2(Tiling_Offset.z,Tiling_Offset.w)); + float2 Local3 = (Local2 * -1.0); + float2 Local4 = (CustomizedUV0_mdl * float2(Tiling_Offset.x,Tiling_Offset.y)); + float2 Local5 = (Local4 + float2(Tiling_Offset.z,Tiling_Offset.w)); + float2 Local6 = (Local3 + Local5); + float Local7 = (RotationAngle * 6.283185); + float Local8 = math::cos(Local7); + float Local9 = math::sin(Local7); + float Local10 = (Local9 * -1.0); + float Local11 = math::dot(Local6, float2(Local8,Local10)); + float Local12 = math::dot(Local6, float2(Local9,Local8)); + float2 Local13 = (Local2 + float2(Local11,Local12)); + float4 Local14 = ::unpack_normal_map(tex::lookup_float4(Normal,float2(Local13.x,1.0-Local13.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local15 = (float2(float3(Local14.x,Local14.y,Local14.z).x,float3(Local14.x,Local14.y,Local14.z).y) * NormalStrength); + float2 Local16 = (Local0 + Local15); + float Local17 = (RotationAngle * -1.0); + float Local18 = (Local17 * 6.283185); + float Local19 = math::cos(Local18); + float Local20 = math::sin(Local18); + float Local21 = (Local20 * -1.0); + float Local22 = math::dot(Local16, float2(Local19,Local21)); + float Local23 = math::dot(Local16, float2(Local20,Local19)); + float2 Local24 = (0.0 + float2(Local22,Local23)); + + float3 Normal_mdl = float3(Local24.x,Local24.y,float3(Local14.x,Local14.y,Local14.z).z); + + float4 Local25 = tex::lookup_float4(Albedo,float2(Local13.x,1.0-Local13.y),tex::wrap_repeat,tex::wrap_repeat); + float Local26 = math::dot(float3(Local25.x,Local25.y,Local25.z), float3(0.3,0.59,0.11)); + float Local27 = (1.0 - AlbedoControls.x); + float3 Local28 = math::lerp(float3(Local25.x,Local25.y,Local25.z),float3(Local26,Local26,Local26),Local27); + float3 Local29 = (Local28 * AlbedoControls.y); + float3 Local30 = (Local29 * float3(AlbedoTint.x,AlbedoTint.y,AlbedoTint.z)); + float3 Local31 = math::pow(math::max(Local30,float3(0.000001)),float3(AlbedoControls.z,AlbedoControls.z,AlbedoControls.z)); + float4 Local32 = tex::lookup_float4(Metalness,float2(Local13.x,1.0-Local13.y),tex::wrap_repeat,tex::wrap_repeat); + float Local33 = (float3(Local32.x,Local32.y,Local32.z).x * MetallicControls.z); + float Local34 = math::round(MetallicControls.x); + float Local35 = math::lerp(MetallicControls.y,Local33,Local34); + float Local36 = math::dot(float3(Local25.x,Local25.y,Local25.z), float3(Specular_Desaturation.x,Specular_Desaturation.y,Specular_Desaturation.z)); + float Local37 = math::saturate(Local36); + float Local38 = (Local37 * 0.5); + float Local39 = math::lerp(BaseSpecular,Local38,SpecularFromAlbedoOverride); + float4 Local40 = tex::lookup_float4(ARD,float2(Local13.x,1.0-Local13.y),tex::wrap_repeat,tex::wrap_repeat); + float Local41 = math::lerp(MinRoughness,MaxRoughness,Local40.y); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local31; + float Metallic_mdl = Local35; + float Specular_mdl = Local39; + float Roughness_mdl = Local41; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0035/Materials/MI_Linen_Canvas_rbess3s0_2K2.mdl b/kujiale_0035/Materials/MI_Linen_Canvas_rbess3s0_2K2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..bcfa5b5ed165caf2e6b5db3288411a144e778516 --- /dev/null +++ b/kujiale_0035/Materials/MI_Linen_Canvas_rbess3s0_2K2.mdl @@ -0,0 +1,188 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_Linen_Canvas_rbess3s0_2K2( + float4 Tiling_Offset = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Tiling/Offset"), + anno::ui_order(2), + anno::in_group("00 - Global") + ]], + float RotationAngle = 0.0 + [[ + anno::display_name("Rotation Angle"), + anno::ui_order(3), + anno::in_group("00 - Global") + ]], + uniform texture_2d Normal = texture_2d("./Textures/Placeholder_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal"), + anno::ui_order(3), + anno::in_group("07 - Texture Maps"), + sampler_normal() + ]], + float NormalStrength = 1.0 + [[ + anno::display_name("Normal Strength"), + anno::ui_order(32), + anno::in_group("05 - Normal") + ]], + uniform texture_2d Albedo = texture_2d("./Textures/DefaultDiffuse.png",::tex::gamma_srgb) + [[ + anno::display_name("Albedo"), + anno::in_group("07 - Texture Maps"), + sampler_color() + ]], + float4 AlbedoControls = float4(1.0,1.0,1.0,0.0) + [[ + anno::display_name("Albedo Controls"), + anno::ui_order(32), + anno::in_group("01 - Albedo") + ]], + float4 AlbedoTint = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Albedo Tint"), + anno::ui_order(1), + anno::in_group("01 - Albedo") + ]], + float4 MetallicControls = float4(1.0,0.0,1.0,1.0) + [[ + anno::display_name("Metallic Controls"), + anno::ui_order(32), + anno::in_group("02 - Metallic") + ]], + uniform texture_2d Metalness = texture_2d("./Textures/BlackPlaceholder.png",::tex::gamma_linear) + [[ + anno::display_name("Metalness"), + anno::ui_order(1), + anno::in_group("07 - Texture Maps"), + sampler_color() + ]], + float BaseSpecular = 0.5 + [[ + anno::display_name("Base Specular"), + anno::ui_order(1), + anno::in_group("03 - Specular") + ]], + float4 Specular_Desaturation = float4(0.5,0.5,0.5,1.0) + [[ + anno::display_name("Specular - Desaturation"), + anno::ui_order(2), + anno::in_group("03 - Specular") + ]], + float SpecularFromAlbedoOverride = 0.0 + [[ + anno::display_name("Specular From Albedo Override"), + anno::ui_order(32), + anno::in_group("03 - Specular") + ]], + float MinRoughness = 0.0 + [[ + anno::display_name("Min Roughness"), + anno::ui_order(32), + anno::in_group("04 - Roughness") + ]], + float MaxRoughness = 1.0 + [[ + anno::display_name("Max Roughness"), + anno::ui_order(1), + anno::in_group("04 - Roughness") + ]], + uniform texture_2d ARD = texture_2d("./Textures/WhitePlaceholder.png",::tex::gamma_linear) + [[ + anno::display_name("ARD"), + anno::description("AO/R/D"), + anno::ui_order(2), + anno::in_group("07 - Texture Maps"), + sampler_color() + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float Local0 = (0.0 * -1.0); + float2 Local1 = (float2(Tiling_Offset.x,Tiling_Offset.y) / 2.0); + float2 Local2 = (Local1 + float2(Tiling_Offset.z,Tiling_Offset.w)); + float2 Local3 = (Local2 * -1.0); + float2 Local4 = (CustomizedUV0_mdl * float2(Tiling_Offset.x,Tiling_Offset.y)); + float2 Local5 = (Local4 + float2(Tiling_Offset.z,Tiling_Offset.w)); + float2 Local6 = (Local3 + Local5); + float Local7 = (RotationAngle * 6.283185); + float Local8 = math::cos(Local7); + float Local9 = math::sin(Local7); + float Local10 = (Local9 * -1.0); + float Local11 = math::dot(Local6, float2(Local8,Local10)); + float Local12 = math::dot(Local6, float2(Local9,Local8)); + float2 Local13 = (Local2 + float2(Local11,Local12)); + float4 Local14 = ::unpack_normal_map(tex::lookup_float4(Normal,float2(Local13.x,1.0-Local13.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local15 = (float2(float3(Local14.x,Local14.y,Local14.z).x,float3(Local14.x,Local14.y,Local14.z).y) * NormalStrength); + float2 Local16 = (Local0 + Local15); + float Local17 = (RotationAngle * -1.0); + float Local18 = (Local17 * 6.283185); + float Local19 = math::cos(Local18); + float Local20 = math::sin(Local18); + float Local21 = (Local20 * -1.0); + float Local22 = math::dot(Local16, float2(Local19,Local21)); + float Local23 = math::dot(Local16, float2(Local20,Local19)); + float2 Local24 = (0.0 + float2(Local22,Local23)); + + float3 Normal_mdl = float3(Local24.x,Local24.y,float3(Local14.x,Local14.y,Local14.z).z); + + float4 Local25 = tex::lookup_float4(Albedo,float2(Local13.x,1.0-Local13.y),tex::wrap_repeat,tex::wrap_repeat); + float Local26 = math::dot(float3(Local25.x,Local25.y,Local25.z), float3(0.3,0.59,0.11)); + float Local27 = (1.0 - AlbedoControls.x); + float3 Local28 = math::lerp(float3(Local25.x,Local25.y,Local25.z),float3(Local26,Local26,Local26),Local27); + float3 Local29 = (Local28 * AlbedoControls.y); + float3 Local30 = (Local29 * float3(AlbedoTint.x,AlbedoTint.y,AlbedoTint.z)); + float3 Local31 = math::pow(math::max(Local30,float3(0.000001)),float3(AlbedoControls.z,AlbedoControls.z,AlbedoControls.z)); + float4 Local32 = tex::lookup_float4(Metalness,float2(Local13.x,1.0-Local13.y),tex::wrap_repeat,tex::wrap_repeat); + float Local33 = (float3(Local32.x,Local32.y,Local32.z).x * MetallicControls.z); + float Local34 = math::round(MetallicControls.x); + float Local35 = math::lerp(MetallicControls.y,Local33,Local34); + float Local36 = math::dot(float3(Local25.x,Local25.y,Local25.z), float3(Specular_Desaturation.x,Specular_Desaturation.y,Specular_Desaturation.z)); + float Local37 = math::saturate(Local36); + float Local38 = (Local37 * 0.5); + float Local39 = math::lerp(BaseSpecular,Local38,SpecularFromAlbedoOverride); + float4 Local40 = tex::lookup_float4(ARD,float2(Local13.x,1.0-Local13.y),tex::wrap_repeat,tex::wrap_repeat); + float Local41 = math::lerp(MinRoughness,MaxRoughness,Local40.y); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local31; + float Metallic_mdl = Local35; + float Specular_mdl = Local39; + float Roughness_mdl = Local41; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0035/Materials/M_BaseMaterial.mdl b/kujiale_0035/Materials/M_BaseMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ed00d16934cd045cadecb7db4bb5dd5ddc8dd3e7 --- /dev/null +++ b/kujiale_0035/Materials/M_BaseMaterial.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0035/Materials/M_BaseMaterial_twosided.mdl b/kujiale_0035/Materials/M_BaseMaterial_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..34a066551136042c8b515bc0777c0e436c62c466 --- /dev/null +++ b/kujiale_0035/Materials/M_BaseMaterial_twosided.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_twosided( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0035/Materials/M_BaseMaterial_v2.mdl b/kujiale_0035/Materials/M_BaseMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..154aecae651add78223e5fe6138f215211f152d3 --- /dev/null +++ b/kujiale_0035/Materials/M_BaseMaterial_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0035/Materials/M_BaseMaterial_v2_twosided.mdl b/kujiale_0035/Materials/M_BaseMaterial_v2_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7d90fc45fb437460e27004b226156b66a976f877 --- /dev/null +++ b/kujiale_0035/Materials/M_BaseMaterial_v2_twosided.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2_twosided( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0035/Materials/M_TranslucentMaterial.mdl b/kujiale_0035/Materials/M_TranslucentMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..0452d78794ea94cb1040fdf3244e688785b52118 --- /dev/null +++ b/kujiale_0035/Materials/M_TranslucentMaterial.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0035/Materials/M_TranslucentMaterial_v2.mdl b/kujiale_0035/Materials/M_TranslucentMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..6cef6519dd94a7d9f305169cecdb1d5512581737 --- /dev/null +++ b/kujiale_0035/Materials/M_TranslucentMaterial_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0035/Materials/OmniUe4Base.mdl b/kujiale_0035/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a441fbaf28040302c7aaabfbcf14b24a85bdf643 --- /dev/null +++ b/kujiale_0035/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/kujiale_0035/Materials/OmniUe4Function.mdl b/kujiale_0035/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..84f4f0da48ff31d03ee611373fe3a4d2e04c9079 --- /dev/null +++ b/kujiale_0035/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/kujiale_0035/Materials/OmniUe4Translucent.mdl b/kujiale_0035/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..483a83004b8f7d5bf820a7905d06ea2d7d5894af --- /dev/null +++ b/kujiale_0035/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/kujiale_0035/Materials/Textures/BlackPlaceholder.png b/kujiale_0035/Materials/Textures/BlackPlaceholder.png new file mode 100644 index 0000000000000000000000000000000000000000..cf498a3f19c07112845752ecd2523a666d8d13b5 --- /dev/null +++ b/kujiale_0035/Materials/Textures/BlackPlaceholder.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid 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b/kujiale_0035/Materials/WorldGridMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..1374299f552cc467f093777626b92f4faa277cc4 --- /dev/null +++ b/kujiale_0035/Materials/WorldGridMaterial.mdl @@ -0,0 +1,77 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float Local19 = math::lerp(0.0,0.5,Local12.y); + float Local20 = math::lerp(0.7,1.0,Local9.y); + float Local21 = math::lerp(Local20,1.0,0.0); + float Local22 = (Local21 * 1.0); + float Local23 = (Local19 + Local22); + float Local24 = math::min(math::max(Local23,0.0),1.0); + + float3 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dictionary Perspective = { + double3 position = (2.189630529232826, 2.8922324540648883, 1.6689650480384701) + double3 target = (2.500232734930269, 1.3959730414190314, 1.527060036483973) + } + dictionary Right = { + double3 position = (0, -500, 0) + double radius = 5 + } + dictionary Top = { + double3 position = (0, 0, 500) + double radius = 5 + } + string boundCamera = "/OmniverseKit_Persp" + } + dictionary omni_layer = { + string authoring_layer = "./kujiale_0035.usda" + } + dictionary renderSettings = { + double "rtx:post:tonemap:cm2Factor" = 1024 + double "rtx:post:tonemap:exposureTime" = 0.000016666666851961054 + double "rtx:post:tonemap:fNumber" = 2.799999952316284 + double "rtx:reflections:maxRoughness" = 1 + } + } + defaultPrim = "Root" + metersPerUnit = 1 + upAxis = "Z" +) + +def Xform "Root" +{ + def Scope "Meshes" + { + def Scope "kitchen_1348" + { + def Xform "kitchenware_0000" ( + prepend references = @./Meshes/kitchenware_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.3769530334473325, 1.0394727020262768, 0.8399992901899971) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0000" ( + prepend references = @./Meshes/bathroom_product_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.868851071263416, 0.2797631916824527, 1.0113528213149499) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "basin_0000" ( + prepend references = @./Meshes/basin_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.7319527223270033, 0.354472305213409, 0.7329523542990131) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "range_hood_0000" ( + prepend references = @./Meshes/range_hood_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.2819530029303974, 1.1394733047525467, 1.2899992863779919) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0005" ( + prepend references = @./Meshes/cabinet_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.5469531, 0.25525354, 1.2161798157435593) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_Crema_Marfi_Marble_wjmkfbnl_2K" + { + over "MI_Linen_Canvas_rbess3s0_2K2" + { + asset inputs:BaseColor_Tex = @./Materials/Textures/Marble04.jpeg@ ( + colorSpace = "sRGB" + ) + float4 inputs:Gloss_Color = (0.9, 0.9, 0.9, 1) + float inputs:IsBaseColorTex = 1 + } + } + } + } + } + + def Scope "bathroom_1184" + { + def Xform "bathroom_product_0001" ( + prepend references = @./Meshes/bathroom_product_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.7555001, 0.75610006, 1) + double3 xformOp:translate = (-0.4508399590225872, 4.7320000595398755, 1.0892006835260055) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0002" ( + prepend references = @./Meshes/bathroom_product_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.8038326328678009, 3.7763397542983097, 0.9226591490579812) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0003" ( + prepend references = @./Meshes/bathroom_product_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.7077720688000241, 4.809115401125557, 1.4577588951744236) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "basin_0001" ( + prepend references = @./Meshes/basin_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.665296165468154, 3.7750883817260608, 0.8232027281121281) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0002" ( + prepend references = @./Meshes/cabinet_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.6690990141937952, 3.7745989640767204, 0.384619964595704) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "closestool_0000" ( + prepend references = @./Meshes/closestool_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.4660026472386193, 4.936560638425524, 0.1623963927721411) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "mirror_0000" ( + prepend references = @./Meshes/mirror_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.8916677856445313, 3.77255859375, 1.6094296264627361) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "livingroom_412" + { + def Xform "chair_0000" ( + prepend references = @./Meshes/chair_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.984407211324273, 0.8160353393002652, 0.424298950190955) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0001" ( + prepend references = @./Meshes/chair_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.136311508199273, 0.8321895141049527, 0.424298950190955) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0002" ( + prepend references = @./Meshes/chair_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.984406265238228, 2.59299664312161, 0.424298950190955) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0003" ( + prepend references = @./Meshes/chair_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.1766963043007275, 2.56876568609036, 0.424298950190955) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0000" ( + prepend references = @./Meshes/ornament_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.0405, 1.0934, 1.0934) + double3 xformOp:translate = (2.5688859979808587, 4.720222272277318, 1.1747716871855571) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0001" ( + prepend references = @./Meshes/ornament_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.0405, 1.0934, 1.0934) + double3 xformOp:translate = (2.644387342656677, 4.655678768098311, 1.1399937853445992) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0002" ( + prepend references = @./Meshes/ornament_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.0405, 1.0934, 1.0934) + double3 xformOp:translate = (2.5672611893036534, 3.8352920272956657, 1.1103275471880742) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0003" ( + prepend references = @./Meshes/ornament_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.0405, 1.0934, 1.0934) + double3 xformOp:translate = (2.7704189962495374, 4.203817986269997, 1.1425623515118029) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0004" ( + prepend references = @./Meshes/ornament_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.898784591674739, 1.9209781761173677, 0.7373008324472972) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0005" ( + prepend references = @./Meshes/ornament_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.894013240814275, 1.4770383872989996, 0.7373012840120836) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0006" ( + prepend references = @./Meshes/ornament_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.212541072845526, 1.4770384254459727, 0.7372998234598646) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0007" ( + prepend references = @./Meshes/ornament_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.217314865112238, 1.9209776878361104, 0.737300393280268) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0000" ( + prepend references = @./Meshes/book_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.0405, 1.0934, 1.0934) + double3 xformOp:translate = (2.611969028865558, 3.837668457029634, 1.012164720756934) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0001" ( + prepend references = @./Meshes/book_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.0405, 1.0934, 1.0934) + double3 xformOp:translate = (2.6064525908378413, 3.82918951663207, 0.9728360214306213) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0006" ( + prepend references = @./Meshes/book_0006.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.2579357545353562, -2.0552136267028462, 0.566554507925835) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0007" ( + prepend references = @./Meshes/book_0007.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.2909872808331082, -2.051633068050926, 0.5632935025319866) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0008" ( + prepend references = @./Meshes/book_0008.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.3030064004316049, -2.0552815473561874, 0.5723730313329285) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0009" ( + prepend references = @./Meshes/book_0009.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.34152665136428, -2.0535527840247334, 0.5684932746868279) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0010" ( + prepend references = @./Meshes/book_0010.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.3698036115127399, -2.055813030083695, 0.5626595685029631) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0011" ( + prepend references = @./Meshes/book_0011.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.3556111011393877, -2.0530710181883087, 0.5661143338309139) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0012" ( + prepend references = @./Meshes/book_0012.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.3893797034330135, -2.0459303989374074, 0.5728008610797957) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0013" ( + prepend references = @./Meshes/book_0013.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.3213400334314453, -2.0459535427059627, 0.5756458775593176) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0014" ( + prepend references = @./Meshes/book_0014.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.2775116786075111, -2.045332437511425, 0.5835254017902434) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0015" ( + prepend references = @./Meshes/book_0015.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.4405011824257026, -3.2323892648933117, 0.4807335344766255) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0016" ( + prepend references = @./Meshes/book_0016.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.435128589600414, -3.23350605761131, 0.4583102504299733) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0000" ( + prepend references = @./Meshes/cabinet_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.0405, 1.0934, 1.0934) + double3 xformOp:translate = (2.643130447073271, 4.244999968236206, 1.3001187102507934) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0000" ( + prepend references = @./Meshes/pillow_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8703, 1, 1) + double3 xformOp:translate = (4.922217307355007, -1.5339417879020152, 0.63198652238431) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0001" ( + prepend references = @./Meshes/pillow_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8703, 1, 1) + double3 xformOp:translate = (4.878558979303818, -3.0511230921171313, 0.6246046910269307) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0002" ( + prepend references = @./Meshes/pillow_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8703, 1, 1) + double3 xformOp:translate = (4.87402480316853, -3.3856719795434147, 0.6107252274993681) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0003" ( + prepend references = @./Meshes/pillow_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8703, 1, 1) + double3 xformOp:translate = (4.864512396629676, -2.0428965964935557, 0.6292311477469519) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0010" ( + prepend references = @./Meshes/pillow_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.358272224145361, -0.2877291142063463, 0.5512000599143216) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0000" ( + prepend references = @./Meshes/sofa_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8703, 1, 1) + double3 xformOp:translate = (4.778749752466614, -2.323387121249883, 0.3746188964852013) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0001" ( + prepend references = @./Meshes/sofa_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.356058090140672, -0.36695626830625544, 0.4949817205966359) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0000" ( + prepend references = @./Meshes/table_lamp_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.838735877992185, -0.4491845703126819, 0.9096549413154666) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0000" ( + prepend references = @./Meshes/table_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.836754547126295, -0.45166874695407727, 0.3114495086675004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0001" ( + prepend references = @./Meshes/table_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.4428519867013063, -2.2910816640578027, 0.24469117744328167) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0002" ( + prepend references = @./Meshes/table_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (2, 2, 1.3) + double3 xformOp:translate = (3.2881489661829084, -2.333998552554863, 0.2026838305092341) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0000" ( + prepend references = @./Meshes/television_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.2209983148570354, -2.288867065411363, 1.2701136357422564) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0000" ( + prepend references = @./Meshes/painting_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.5779, 1.5779, 1.5779) + double3 xformOp:translate = (5.3367138671875, -2.4720263671875, 1.6295170333155613) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0003" ( + prepend references = @./Meshes/painting_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.5525, 0.5525, 0.5525) + double3 xformOp:translate = (5.345146484375, 1.74463623046875, 1.5302463057812359) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0000" ( + prepend references = @./Meshes/chandelier_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.7762, 0.7762, 0.7762) + double3 xformOp:translate = (4.187659523614521, 1.7100008482552562, 2.080786069085297) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0001" ( + prepend references = @./Meshes/chandelier_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.3074, 1.3074, 1.3074) + double3 xformOp:translate = (3.363935977053436, -2.360772253862028, 2.06823201220775) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0000" ( + prepend references = @./Meshes/flower_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.60293054665993, 1.6890528292755531, 1.0527493132204735) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0000" ( + prepend references = @./Meshes/vase_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.536648214340105, 1.7108775901868272, 0.8651705510271533) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0000" ( + prepend references = @./Meshes/tablecloth_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.215003374080537, 1.9661487330344836, 0.8110837017098727) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0001" ( + prepend references = @./Meshes/tablecloth_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.2235013808779245, 1.961159210217677, 0.7836343799999869) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0002" ( + prepend references = @./Meshes/tablecloth_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.206354946087434, 1.517218784318408, 0.7836064936028644) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0003" ( + prepend references = @./Meshes/tablecloth_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.214852891989618, 1.5222072619724127, 0.8110829730894692) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0004" ( + prepend references = @./Meshes/tablecloth_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.896473100643291, 1.9661488016993083, 0.8110832630194533) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0005" ( + prepend references = @./Meshes/tablecloth_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.904971107440424, 1.9611591911441904, 0.7835612274567825) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0006" ( + prepend references = @./Meshes/tablecloth_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.887822219799593, 1.517218772874316, 0.7836183420527479) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0007" ( + prepend references = @./Meshes/tablecloth_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.896323946066822, 1.522207414560233, 0.8110833164122828) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0000" ( + prepend references = @./Meshes/bowl_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.907192321777343, 1.9245348339931179, 0.7661510616148839) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0001" ( + prepend references = @./Meshes/bowl_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.885600597381592, 1.4805935973742066, 0.7661507870509913) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0002" ( + prepend references = @./Meshes/bowl_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.2041331710815415, 1.4805937786671717, 0.766150928175338) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0003" ( + prepend references = @./Meshes/bowl_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.225725107192993, 1.9245335751171353, 0.7661513390643558) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0000" ( + prepend references = @./Meshes/tray_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.896396484375, 1.9197949218750001, 0.7227430202598258) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0001" ( + prepend references = @./Meshes/tray_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.896396484375, 1.4758544921875, 0.7227430202598258) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0002" ( + prepend references = @./Meshes/tray_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.21492919921875, 1.4758544921875, 0.7227430202598258) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0003" ( + prepend references = @./Meshes/tray_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.21492919921875, 1.9197949218750001, 0.7227430202598258) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0000" ( + prepend references = @./Meshes/chopstick_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.985883629083631, 1.4723596420290272, 0.7487855841669057) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0001" ( + prepend references = @./Meshes/chopstick_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.974968273162806, 1.4724604377748145, 0.7487772839302593) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0002" ( + prepend references = @./Meshes/chopstick_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.293498546600306, 1.4724604377748145, 0.7487772839302593) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0003" ( + prepend references = @./Meshes/chopstick_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.304413902521131, 1.4723596000673567, 0.7487855841669057) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0004" ( + prepend references = @./Meshes/chopstick_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.125444387435878, 1.9162986564639115, 0.7487857795590741) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0005" ( + prepend references = @./Meshes/chopstick_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.806911672592128, 1.9162986564639115, 0.7487857795590741) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0006" ( + prepend references = @./Meshes/chopstick_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.136357221841809, 1.9163992500306133, 0.7487772097143082) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0007" ( + prepend references = @./Meshes/chopstick_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.817826948404309, 1.9163992729187973, 0.7487772097143082) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "dining_table_0000" ( + prepend references = @./Meshes/dining_table_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.555664459238635, 1.7076929626398465, 0.3602213475333752) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0000" ( + prepend references = @./Meshes/spot_light_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.8728250386762149, 3.9406558679310333, 2.5164097892080615) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0001" ( + prepend references = @./Meshes/spot_light_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.33884598367226915, 2.484210723195987, 2.513908050653457) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bedroom_847" + { + def Xform "book_0002" ( + prepend references = @./Meshes/book_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.9708447189331235, 4.908722648608411, 0.5922640175841406) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0003" ( + prepend references = @./Meshes/book_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.965925369262733, 4.903425209032058, 0.5653295199532622) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0004" ( + prepend references = @./Meshes/book_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.493322441101093, 4.916173820483411, 0.5878160805724219) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0005" ( + prepend references = @./Meshes/book_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.488404312133826, 4.910876380907058, 0.5608815829415434) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0001" ( + prepend references = @./Meshes/cabinet_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1.04) + double3 xformOp:translate = (-1.36566497807873, 3.914223631381222, 1.3000001049818506) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0003" ( + prepend references = @./Meshes/cabinet_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.79999995, 1, 1) + double3 xformOp:translate = (-2.0518975769053167, 4.946491264338563, 0.2717843205562048) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0004" ( + prepend references = @./Meshes/cabinet_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.79999995, 1, 1) + double3 xformOp:translate = (-4.603946984864301, 4.953942436213563, 0.2717843205562048) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0004" ( + prepend references = @./Meshes/pillow_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.966649444352545, 4.560867027299782, 0.7072412262277851) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0005" ( + prepend references = @./Meshes/pillow_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.652501251255428, 4.571898101859226, 0.7077371063678755) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0006" ( + prepend references = @./Meshes/pillow_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.9017137603758294, 4.908677146927925, 0.6511223907395571) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0007" ( + prepend references = @./Meshes/pillow_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.6927788848891225, 4.960080387135885, 0.6473709447208926) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0008" ( + prepend references = @./Meshes/pillow_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.91424789420387, 4.789029594521523, 0.7328563190782369) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0009" ( + prepend references = @./Meshes/pillow_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.707647338722554, 4.825107971191342, 0.7351303023582175) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0001" ( + prepend references = @./Meshes/table_lamp_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.1911079407369947, 4.964060356107582, 0.8315146476030693) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0002" ( + prepend references = @./Meshes/table_lamp_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.740978851381526, 4.971511527982582, 0.8270264295542256) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0000" ( + prepend references = @./Meshes/daily_equipment_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1.04) + double3 xformOp:translate = (-1.406425300882829, 3.9422358258125194, 2.3422670079594785) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0001" ( + prepend references = @./Meshes/daily_equipment_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1.04) + double3 xformOp:translate = (-1.4189741445068458, 3.9474553452925507, 2.2924539169318017) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0002" ( + prepend references = @./Meshes/daily_equipment_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1.04) + double3 xformOp:translate = (-1.4069432380498483, 3.9467169115461367, 2.2567582895811076) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0003" ( + prepend references = @./Meshes/daily_equipment_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1.04) + double3 xformOp:translate = (-1.409913078852825, 3.943314499780779, 2.228398829758054) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0004" ( + prepend references = @./Meshes/daily_equipment_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1.04) + double3 xformOp:translate = (-1.4246896135730827, 3.943705155092321, 2.2091622199442007) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0005" ( + prepend references = @./Meshes/daily_equipment_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1.04) + double3 xformOp:translate = (-1.4064252322140984, 3.9422363884644973, 2.2123813442803995) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0006" ( + prepend references = @./Meshes/daily_equipment_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1.04) + double3 xformOp:translate = (-1.4189730153561988, 3.947454445024283, 2.162570361021893) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0007" ( + prepend references = @./Meshes/daily_equipment_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1.04) + double3 xformOp:translate = (-1.4069436424073483, 3.94672036766238, 2.126873907866013) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0008" ( + prepend references = @./Meshes/daily_equipment_0008.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1.04) + double3 xformOp:translate = (-1.4099140096394798, 3.9433140343878192, 2.09851485499503) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0009" ( + prepend references = @./Meshes/daily_equipment_0009.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1.04) + double3 xformOp:translate = (-1.4246891786971896, 3.9437036597310864, 2.0792778934331277) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0010" ( + prepend references = @./Meshes/daily_equipment_0010.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1.04) + double3 xformOp:translate = (-1.3354514995456634, 3.457209960217334, 2.1883302979852357) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0011" ( + prepend references = @./Meshes/daily_equipment_0011.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1.04) + double3 xformOp:translate = (-1.3736500701033252, 3.475934837416613, 2.1104766526202616) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0012" ( + prepend references = @./Meshes/daily_equipment_0012.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1.04) + double3 xformOp:translate = (-1.365694961118264, 3.3792728551430367, 1.5375781932735872) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0013" ( + prepend references = @./Meshes/daily_equipment_0013.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1.04) + double3 xformOp:translate = (-1.352307487159482, 3.67759632344259, 1.5053344555688979) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0014" ( + prepend references = @./Meshes/daily_equipment_0014.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1.04) + double3 xformOp:translate = (-1.3687844386503754, 3.783809545851521, 1.5267146594416579) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0015" ( + prepend references = @./Meshes/daily_equipment_0015.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1.04) + double3 xformOp:translate = (-1.3765602345163594, 3.8763111293437134, 1.4669032666528148) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0000" ( + prepend references = @./Meshes/storage_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1.04) + double3 xformOp:translate = (-1.3529024276742339, 3.8137708287618315, 0.2478974729900147) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0001" ( + prepend references = @./Meshes/painting_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.2626, 1.2626, 1.2626) + double3 xformOp:translate = (-3.30033918207703, 5.187622134130286, 1.62340033960965) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0003" ( + prepend references = @./Meshes/chandelier_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.2855, 1.2702, 0.8535) + double3 xformOp:translate = (-3.2719635072206756, 3.271218268389366, 2.065157944010914) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0000" ( + prepend references = @./Meshes/bedding_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.9968736117478705, 2.99237510675582, 0.4367161171151491) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0000" ( + prepend references = @./Meshes/bed_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.328636535655137, 3.9932836303669093, 0.5563175048823951) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0000" ( + prepend references = @./Meshes/curtain_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.9164, 1, 0.9538) + double3 xformOp:translate = (-4.929383110140772, 3.3875505698940858, 1.40117388853474) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "curtain_0000" + { + over "mesh_0001" + { + over "SM_Clutter_0004_Part_0000_366" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0000" + { + over "SM_Clutter_0005_Part_0000_365" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + } + } + + over "Looks" + { + def Material "Surface_01" + { + token outputs:mdl:displacement.connect = + token outputs:mdl:surface.connect = + token outputs:mdl:volume.connect = + + def Shader "Shader" + { + uniform token info:implementationSource = "sourceAsset" + uniform asset info:mdl:sourceAsset = @OmniSurface.mdl@ + uniform token info:mdl:sourceAsset:subIdentifier = "OmniSurface" + bool inputs:enable_diffuse_transmission = 1 + float inputs:subsurface_weight = 0.099999994 + token outputs:out ( + renderType = "material" + ) + } + } + } + } + } + + def Scope "ceiling" + { + def Xform "ceiling_0000" ( + prepend references = @./Meshes/ceiling_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.5694, 0.5251, 1) + double3 xformOp:translate = (0.013603485031112542, 4.269316385616203, 2.430710635986459) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0001" ( + prepend references = @./Meshes/ceiling_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.8970001, 0.4917, 1) + double3 xformOp:translate = (-0.5269531158449081, 0.42947262903539923, 2.3944020422364583) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0002" ( + prepend references = @./Meshes/ceiling_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.1369, 0.2393, 1) + double3 xformOp:translate = (3.29629150390625, -5.0597314453125, 2.659999499999969) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0003" ( + prepend references = @./Meshes/ceiling_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.43830004, 0.40340003, 1) + double3 xformOp:translate = (2.00392333984375, 4.2510546875, 2.659999499999969) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0004" ( + prepend references = @./Meshes/ceiling_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.5731, 0.34470004, 1) + double3 xformOp:translate = (0.13442100524902345, 2.38169189453125, 2.659999499999969) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0005" ( + prepend references = @./Meshes/ceiling_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9667, 0.9150001, 0.6803) + double3 xformOp:translate = (-2.9793502319213805, 3.3844733264160642, 2.700000373131319) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0006" ( + prepend references = @./Meshes/ceiling_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0065, 0.91870004, 0.6803) + double3 xformOp:translate = (3.296291872497577, 1.4451740127197445, 2.700000373131319) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0007" ( + prepend references = @./Meshes/ceiling_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0065, 0.9633, 0.6803) + double3 xformOp:translate = (3.296291872497577, -2.3190056421142438, 2.700000373131319) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0008" ( + prepend references = @./Meshes/ceiling_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.13571990966796876, -0.31625000000000003, 2.85) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0009" ( + prepend references = @./Meshes/ceiling_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.013603515625, 4.26931640625, 2.8000000000000003) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0010" ( + prepend references = @./Meshes/ceiling_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.08702392578125, 3.3844726562500003, 2.8000000000000003) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0011" ( + prepend references = @./Meshes/ceiling_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.296292480468751, -5.166301757812501, 2.8000000000000003) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0012" ( + prepend references = @./Meshes/ceiling_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.526953125, 0.2674545898437501, 2.8000000000000003) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0013" ( + prepend references = @./Meshes/ceiling_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.236849609375, 0.48447265625, 2.8000000000000003) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "balcony_678" + { + def Xform "painting_0002" ( + prepend references = @./Meshes/painting_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.207049560546875, -5.06095703125, 1.5045685917968439) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0001" ( + prepend references = @./Meshes/curtain_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.0506, 0.5947, 0.9538) + double3 xformOp:translate = (3.3047952636743303, -5.708504907155724, 1.4011738885347393) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "curtain_0001" + { + over "mesh_0001" + { + over "SM_Clutter_0004_Part_0000_366" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0000" + { + over "SM_Clutter_0005_Part_0000_365" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + } + } + } + } + + def Scope "wall" + { + def Xform "wall_0000" ( + prepend references = @./Meshes/wall_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1441, 1, 1.04) + double3 xformOp:translate = (1.203046884542928, -2.3120449935486405, 1.3000482348816973) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0001" ( + prepend references = @./Meshes/wall_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.8392, 1, 0.92530006) + double3 xformOp:translate = (-3.3912451171875, 5.198974599361419, 1.2999995373499549) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0002" ( + prepend references = @./Meshes/wall_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.6474001, 2, 1.0385) + double3 xformOp:translate = (3.345361328125, -4.365527923583921, 1.099999544134987) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0003" ( + prepend references = @./Meshes/wall_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (2.2212, 2.2212, 0.9635001) + double3 xformOp:translate = (5.388565966231031, -0.4807577174377418, 1.2999999013979922) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0004" ( + prepend references = @./Meshes/wall_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.9858399963378907, 3.384475021362305, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0005" ( + prepend references = @./Meshes/wall_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.5870150375366211, -0.8395639801025391, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0006" ( + prepend references = @./Meshes/wall_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.0730485153198241, -1.8629800415039064, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0007" ( + prepend references = @./Meshes/wall_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (5.513639831542969, -1.2821250915527345, 1.3999948544997642) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0008" ( + prepend references = @./Meshes/wall_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.0789480209350586, 4.263415069580078, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0009" ( + prepend references = @./Meshes/wall_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.1269500732421873, 0.26745254516601563, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0010" ( + prepend references = @./Meshes/wall_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.147579917907715, 1.4403700256347656, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0011" ( + prepend references = @./Meshes/wall_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.1580398559570313, 5.328570251464844, 1.3999948544997642) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0012" ( + prepend references = @./Meshes/wall_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-5.2423098754882815, 3.384470138549805, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0013" ( + prepend references = @./Meshes/wall_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.926230010986328, 4.362750091552734, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0014" ( + prepend references = @./Meshes/wall_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.10950599670410156, 3.2582598876953126, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0015" ( + prepend references = @./Meshes/wall_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.2962948989868166, -4.3655299377441406, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0016" ( + prepend references = @./Meshes/wall_0016.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.296293411254883, -5.961180114746094, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0017" ( + prepend references = @./Meshes/wall_0017.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.2199348449707035, 3.396929931640625, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "floor" + { + def Xform "floor_0000" ( + prepend references = @./Meshes/floor_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.13571990966796876, -0.31625000000000003, -0.30000500000023755) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0001" ( + prepend references = @./Meshes/floor_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.23684912109375, 0.48447265625, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K" + { + over "MI_Linen_Canvas_rbess3s0_2K2" + { + asset inputs:BaseColor_Tex = @./Materials/Textures/Marble02.jpeg@ ( + colorSpace = "sRGB" + ) + float4 inputs:BaseColor_UVA = (0.7, 0.7, 0, 0) + float4 inputs:Gloss_Color = (0.8, 0.8, 0.8, 1) + float inputs:IsBaseColorTex = 1 + } + } + } + } + + def Xform "floor_0002" ( + prepend references = @./Meshes/floor_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.08702392578125, 3.3844726562500003, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0003" ( + prepend references = @./Meshes/floor_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.296292480468751, -5.166301757812501, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0004" ( + prepend references = @./Meshes/floor_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.526953125, 0.2674545898437501, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K" + { + over "MI_Linen_Canvas_rbess3s0_2K2" + { + asset inputs:BaseColor_Tex = @./Materials/Textures/Marble02.jpeg@ ( + colorSpace = "sRGB" + ) + float4 inputs:Gloss_Color = (0.8, 0.8, 0.8, 1) + float inputs:IsBaseColorTex = 1 + } + } + } + } + + def Xform "floor_0005" ( + prepend references = @./Meshes/floor_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.013603515625, 4.26931640625, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0006" ( + prepend references = @./Meshes/floor_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.345361328125, -4.36552734375, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "other" + { + def Xform "doorsill_0000" ( + prepend references = @./Meshes/doorsill_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.9858394165039063, 2.0544719848632815, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0001" ( + prepend references = @./Meshes/doorsill_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.0730464477539063, 0.06493550109863286, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0002" ( + prepend references = @./Meshes/doorsill_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.40854699897766117, 3.264160034179688, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0003" ( + prepend references = @./Meshes/doorsill_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.7430465698242188, 5.334472412109375, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "door_0000" ( + prepend references = @./Meshes/door_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.04859521, 0.0649354, 1.0704995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0000" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0001" ( + prepend references = @./Meshes/door_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.01029148, 2.0544727700000003, 1.0704995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0001" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0002" ( + prepend references = @./Meshes/door_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.40854688000000006, 3.2864187800000004, 1.0704995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0002" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0003" ( + prepend references = @./Meshes/door_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.7430468200000002, 5.31193448, 1.0704995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0003" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "window_0000" ( + prepend references = @./Meshes/window_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.17875649, 0.31447272000000004, 1.4999995299999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0001" ( + prepend references = @./Meshes/window_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.29304691, -6.02106326, 1.4999995299999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0002" ( + prepend references = @./Meshes/window_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.45304693, 5.384028960000001, 1.4999995299999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0003" ( + prepend references = @./Meshes/window_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.21251198, 3.38447267, 1.4999995299999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + + def "Rendering" + { + def "Lights" + { + def DistantLight "DirectionalLight" + { + float angle = 0.5357 + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + color3f color = (1, 1, 1) + float colorTemperature = 6500 + bool enableColorTemperature = 0 + float inputs:angle = 0.5357 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 1989.4366 + bool inputs:normalize = 0 + float inputs:specular = 1 + float intensity = 1989.4366 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DistantLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (0.8158895121713234, 0.5576690067384606, -0.07785888632621438, -0.13140615157678195) + double3 xformOp:scale = (2.5, 2.5, 2.5) + double3 xformOp:translate = (2.0977495812658575, -3.595561867433164e-15, 1.4634318694685662) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def DomeLight "DomeLight" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float guideRadius = 100000 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 1000 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 1 + asset inputs:texture:file = @./limpopo_golf_course_4k.hdr@ + token inputs:texture:format = "latlong" + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DomeLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0, 0, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def RectLight "RectLight" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + bool disableFogInteraction = 0 + float3[] extent = [(-50, -50, -0), (50, 50, 0)] + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 5500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 1 + float inputs:exposure = 1 + float inputs:height = 1 + float inputs:intensity = 6000 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 90 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 0 + asset inputs:texture:file + float inputs:width = 1 + bool isProjector = 0 + bool light:enableCaustics = 0 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "RectLight" + uniform token purpose = "default" + token visibility = "inherited" + bool visibleInPrimaryRay = 0 + quatd xformOp:orient = (0.7071067811865475, 0.7071067811865476, 0, 0) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.3373153441805132, -5.928567790448979, 1.4758661548220955) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def RectLight "RectLight_01" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + bool disableFogInteraction = 0 + float3[] extent = [(-50, -50, -0), (50, 50, 0)] + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 5500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 1 + float inputs:exposure = 1 + float inputs:height = 1.5 + float inputs:intensity = 2000 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 90 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 0 + asset inputs:texture:file + float inputs:width = 1.5 + bool isProjector = 0 + bool light:enableCaustics = 0 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "RectLight" + uniform token purpose = "default" + token visibility = "inherited" + bool visibleInPrimaryRay = 0 + quatd xformOp:orient = (0.7071067811865475, 0.7071067811865476, 0, 0) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.114159154248258, -3.8379594419700385, 1.2003065496134064) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + + def Scope "Looks" + { + } +} + diff --git a/kujiale_0035/limpopo_golf_course_4k.hdr b/kujiale_0035/limpopo_golf_course_4k.hdr new file mode 100644 index 0000000000000000000000000000000000000000..69a8064f5ce4ae974f68c4a95a85731b92b82c23 --- /dev/null +++ b/kujiale_0035/limpopo_golf_course_4k.hdr @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d8c4f77cd64dae23dc7cc32665b6bcbc370716d3c99e255bf9359b6225862f36 +size 26179131 diff --git a/kujiale_0035/rooms.json b/kujiale_0035/rooms.json new file mode 100644 index 0000000000000000000000000000000000000000..3b39f62480f847986ca90bf5fc7a6b59bafd7701 --- /dev/null +++ b/kujiale_0035/rooms.json @@ -0,0 +1 @@ +[{"room_type": "living room", "polygon": [[-0.9258398437500001, 1.55447265625], [0.9530468750000001, 1.55447265625], [0.9530468750000001, 2.3493164062500003], [1.193046875, 2.3493164062500003], [1.193046875, 1.43447265625], [1.193046875, -0.8395643920898438], [1.193046875, -4.24552734375], [5.3995385742187505, -4.24552734375], [5.3995385742187505, 3.28283203125], [2.8121306152343752, 3.28283203125], [2.8121306152343752, 5.21447265625], [1.193046875, 5.21447265625], [1.193046875, 3.20416015625], [-0.9258398437500001, 3.20416015625]]}, {"room_type": "bedroom", "polygon": [[-1.04583984375, 3.26416015625], [-1.04583984375, 5.21447265625], [-5.12820849609375, 5.21447265625], [-5.12820849609375, 1.55447265625], [-2.126953125, 1.55447265625], [-1.04583984375, 1.55447265625]]}, {"room_type": "kitchen", "polygon": [[0.9530468750000001, -0.7795643920898437], [0.9530468750000001, 1.31447265625], [-0.98583984375, 1.31447265625], [-2.006953125, 1.31447265625], [-2.006953125, -0.7795643920898437]]}, {"room_type": "balcony", "polygon": [[1.193046875, -5.84707666015625], [5.3995385742187505, -5.84707666015625], [5.3995385742187505, -4.48552734375], [1.193046875, -4.48552734375]]}, {"room_type": "bathroom", "polygon": [[0.9530468750000001, 5.21447265625], [-0.9258398437500001, 5.21447265625], [-0.9258398437500001, 3.32416015625], [0.9530468750000001, 3.32416015625]]}] \ No newline at end of file diff --git a/kujiale_0036/.thumbs/256x256/kujiale_0036.usda.png b/kujiale_0036/.thumbs/256x256/kujiale_0036.usda.png new file mode 100644 index 0000000000000000000000000000000000000000..bb792dee43d29203df8be2d01eee0eb5a16c5089 --- /dev/null +++ b/kujiale_0036/.thumbs/256x256/kujiale_0036.usda.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:fb92ae4544ecfb9730f8475a0c3720839b3ba21291e074dc4d73d3f6dd3c599b +size 103073 diff --git a/kujiale_0036/Materials/BasicShapeMaterial.mdl b/kujiale_0036/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/kujiale_0036/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0036/Materials/MI_Furniture_Fabric_sjfvbjpc_2K1.mdl b/kujiale_0036/Materials/MI_Furniture_Fabric_sjfvbjpc_2K1.mdl new file mode 100644 index 0000000000000000000000000000000000000000..37fc19e6f01ac21407e26ff35c1bd91f5c47aa17 --- /dev/null +++ b/kujiale_0036/Materials/MI_Furniture_Fabric_sjfvbjpc_2K1.mdl @@ -0,0 +1,188 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_Furniture_Fabric_sjfvbjpc_2K1( + float4 Tiling_Offset = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Tiling/Offset"), + anno::ui_order(2), + anno::in_group("00 - Global") + ]], + float RotationAngle = 0.0 + [[ + anno::display_name("Rotation Angle"), + anno::ui_order(3), + anno::in_group("00 - Global") + ]], + uniform texture_2d Normal = texture_2d("./Textures/Placeholder_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal"), + anno::ui_order(3), + anno::in_group("07 - Texture Maps"), + sampler_normal() + ]], + float NormalStrength = 1.0 + [[ + anno::display_name("Normal Strength"), + anno::ui_order(32), + anno::in_group("05 - Normal") + ]], + uniform texture_2d Albedo = texture_2d("./Textures/DefaultDiffuse.png",::tex::gamma_srgb) + [[ + anno::display_name("Albedo"), + anno::in_group("07 - Texture Maps"), + sampler_color() + ]], + float4 AlbedoControls = float4(1.0,1.0,1.0,0.0) + [[ + anno::display_name("Albedo Controls"), + anno::ui_order(32), + anno::in_group("01 - Albedo") + ]], + float4 AlbedoTint = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Albedo Tint"), + anno::ui_order(1), + anno::in_group("01 - Albedo") + ]], + float4 MetallicControls = float4(1.0,0.0,1.0,1.0) + [[ + anno::display_name("Metallic Controls"), + anno::ui_order(32), + anno::in_group("02 - Metallic") + ]], + uniform texture_2d Metalness = texture_2d("./Textures/BlackPlaceholder.png",::tex::gamma_linear) + [[ + anno::display_name("Metalness"), + anno::ui_order(1), + anno::in_group("07 - Texture Maps"), + sampler_color() + ]], + float BaseSpecular = 0.5 + [[ + anno::display_name("Base Specular"), + anno::ui_order(1), + anno::in_group("03 - Specular") + ]], + float4 Specular_Desaturation = float4(0.5,0.5,0.5,1.0) + [[ + anno::display_name("Specular - Desaturation"), + anno::ui_order(2), + anno::in_group("03 - Specular") + ]], + float SpecularFromAlbedoOverride = 0.0 + [[ + anno::display_name("Specular From Albedo Override"), + anno::ui_order(32), + anno::in_group("03 - Specular") + ]], + float MinRoughness = 0.0 + [[ + anno::display_name("Min Roughness"), + anno::ui_order(32), + anno::in_group("04 - Roughness") + ]], + float MaxRoughness = 1.0 + [[ + anno::display_name("Max Roughness"), + anno::ui_order(1), + anno::in_group("04 - Roughness") + ]], + uniform texture_2d ARD = texture_2d("./Textures/WhitePlaceholder.png",::tex::gamma_linear) + [[ + anno::display_name("ARD"), + anno::description("AO/R/D"), + anno::ui_order(2), + anno::in_group("07 - Texture Maps"), + sampler_color() + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float Local0 = (0.0 * -1.0); + float2 Local1 = (float2(Tiling_Offset.x,Tiling_Offset.y) / 2.0); + float2 Local2 = (Local1 + float2(Tiling_Offset.z,Tiling_Offset.w)); + float2 Local3 = (Local2 * -1.0); + float2 Local4 = (CustomizedUV0_mdl * float2(Tiling_Offset.x,Tiling_Offset.y)); + float2 Local5 = (Local4 + float2(Tiling_Offset.z,Tiling_Offset.w)); + float2 Local6 = (Local3 + Local5); + float Local7 = (RotationAngle * 6.283185); + float Local8 = math::cos(Local7); + float Local9 = math::sin(Local7); + float Local10 = (Local9 * -1.0); + float Local11 = math::dot(Local6, float2(Local8,Local10)); + float Local12 = math::dot(Local6, float2(Local9,Local8)); + float2 Local13 = (Local2 + float2(Local11,Local12)); + float4 Local14 = ::unpack_normal_map(tex::lookup_float4(Normal,float2(Local13.x,1.0-Local13.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local15 = (float2(float3(Local14.x,Local14.y,Local14.z).x,float3(Local14.x,Local14.y,Local14.z).y) * NormalStrength); + float2 Local16 = (Local0 + Local15); + float Local17 = (RotationAngle * -1.0); + float Local18 = (Local17 * 6.283185); + float Local19 = math::cos(Local18); + float Local20 = math::sin(Local18); + float Local21 = (Local20 * -1.0); + float Local22 = math::dot(Local16, float2(Local19,Local21)); + float Local23 = math::dot(Local16, float2(Local20,Local19)); + float2 Local24 = (0.0 + float2(Local22,Local23)); + + float3 Normal_mdl = float3(Local24.x,Local24.y,float3(Local14.x,Local14.y,Local14.z).z); + + float4 Local25 = tex::lookup_float4(Albedo,float2(Local13.x,1.0-Local13.y),tex::wrap_repeat,tex::wrap_repeat); + float Local26 = math::dot(float3(Local25.x,Local25.y,Local25.z), float3(0.3,0.59,0.11)); + float Local27 = (1.0 - AlbedoControls.x); + float3 Local28 = math::lerp(float3(Local25.x,Local25.y,Local25.z),float3(Local26,Local26,Local26),Local27); + float3 Local29 = (Local28 * AlbedoControls.y); + float3 Local30 = (Local29 * float3(AlbedoTint.x,AlbedoTint.y,AlbedoTint.z)); + float3 Local31 = math::pow(math::max(Local30,float3(0.000001)),float3(AlbedoControls.z,AlbedoControls.z,AlbedoControls.z)); + float4 Local32 = tex::lookup_float4(Metalness,float2(Local13.x,1.0-Local13.y),tex::wrap_repeat,tex::wrap_repeat); + float Local33 = (float3(Local32.x,Local32.y,Local32.z).x * MetallicControls.z); + float Local34 = math::round(MetallicControls.x); + float Local35 = math::lerp(MetallicControls.y,Local33,Local34); + float Local36 = math::dot(float3(Local25.x,Local25.y,Local25.z), float3(Specular_Desaturation.x,Specular_Desaturation.y,Specular_Desaturation.z)); + float Local37 = math::saturate(Local36); + float Local38 = (Local37 * 0.5); + float Local39 = math::lerp(BaseSpecular,Local38,SpecularFromAlbedoOverride); + float4 Local40 = tex::lookup_float4(ARD,float2(Local13.x,1.0-Local13.y),tex::wrap_repeat,tex::wrap_repeat); + float Local41 = math::lerp(MinRoughness,MaxRoughness,Local40.y); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local31; + float Metallic_mdl = Local35; + float Specular_mdl = Local39; + float Roughness_mdl = Local41; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0036/Materials/MI_White_Cloth_sbklx0p0_2K.mdl b/kujiale_0036/Materials/MI_White_Cloth_sbklx0p0_2K.mdl new file mode 100644 index 0000000000000000000000000000000000000000..edf4c8eac6029f0322556149d035a0b5052dc3af --- /dev/null +++ b/kujiale_0036/Materials/MI_White_Cloth_sbklx0p0_2K.mdl @@ -0,0 +1,188 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_White_Cloth_sbklx0p0_2K( + float4 Tiling_Offset = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Tiling/Offset"), + anno::ui_order(2), + anno::in_group("00 - Global") + ]], + float RotationAngle = 0.0 + [[ + anno::display_name("Rotation Angle"), + anno::ui_order(3), + anno::in_group("00 - Global") + ]], + uniform texture_2d Normal = texture_2d("./Textures/Placeholder_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal"), + anno::ui_order(3), + anno::in_group("07 - Texture Maps"), + sampler_normal() + ]], + float NormalStrength = 1.0 + [[ + anno::display_name("Normal Strength"), + anno::ui_order(32), + anno::in_group("05 - Normal") + ]], + uniform texture_2d Albedo = texture_2d("./Textures/DefaultDiffuse.png",::tex::gamma_srgb) + [[ + anno::display_name("Albedo"), + anno::in_group("07 - Texture Maps"), + sampler_color() + ]], + float4 AlbedoControls = float4(1.0,1.0,1.0,0.0) + [[ + anno::display_name("Albedo Controls"), + anno::ui_order(32), + anno::in_group("01 - Albedo") + ]], + float4 AlbedoTint = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Albedo Tint"), + anno::ui_order(1), + anno::in_group("01 - Albedo") + ]], + float4 MetallicControls = float4(1.0,0.0,1.0,1.0) + [[ + anno::display_name("Metallic Controls"), + anno::ui_order(32), + anno::in_group("02 - Metallic") + ]], + uniform texture_2d Metalness = texture_2d("./Textures/BlackPlaceholder.png",::tex::gamma_linear) + [[ + anno::display_name("Metalness"), + anno::ui_order(1), + anno::in_group("07 - Texture Maps"), + sampler_color() + ]], + float BaseSpecular = 0.5 + [[ + anno::display_name("Base Specular"), + anno::ui_order(1), + anno::in_group("03 - Specular") + ]], + float4 Specular_Desaturation = float4(0.5,0.5,0.5,1.0) + [[ + anno::display_name("Specular - Desaturation"), + anno::ui_order(2), + anno::in_group("03 - Specular") + ]], + float SpecularFromAlbedoOverride = 0.0 + [[ + anno::display_name("Specular From Albedo Override"), + anno::ui_order(32), + anno::in_group("03 - Specular") + ]], + float MinRoughness = 0.0 + [[ + anno::display_name("Min Roughness"), + anno::ui_order(32), + anno::in_group("04 - Roughness") + ]], + float MaxRoughness = 1.0 + [[ + anno::display_name("Max Roughness"), + anno::ui_order(1), + anno::in_group("04 - Roughness") + ]], + uniform texture_2d ARD = texture_2d("./Textures/WhitePlaceholder.png",::tex::gamma_linear) + [[ + anno::display_name("ARD"), + anno::description("AO/R/D"), + anno::ui_order(2), + anno::in_group("07 - Texture Maps"), + sampler_color() + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float Local0 = (0.0 * -1.0); + float2 Local1 = (float2(Tiling_Offset.x,Tiling_Offset.y) / 2.0); + float2 Local2 = (Local1 + float2(Tiling_Offset.z,Tiling_Offset.w)); + float2 Local3 = (Local2 * -1.0); + float2 Local4 = (CustomizedUV0_mdl * float2(Tiling_Offset.x,Tiling_Offset.y)); + float2 Local5 = (Local4 + float2(Tiling_Offset.z,Tiling_Offset.w)); + float2 Local6 = (Local3 + Local5); + float Local7 = (RotationAngle * 6.283185); + float Local8 = math::cos(Local7); + float Local9 = math::sin(Local7); + float Local10 = (Local9 * -1.0); + float Local11 = math::dot(Local6, float2(Local8,Local10)); + float Local12 = math::dot(Local6, float2(Local9,Local8)); + float2 Local13 = (Local2 + float2(Local11,Local12)); + float4 Local14 = ::unpack_normal_map(tex::lookup_float4(Normal,float2(Local13.x,1.0-Local13.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local15 = (float2(float3(Local14.x,Local14.y,Local14.z).x,float3(Local14.x,Local14.y,Local14.z).y) * NormalStrength); + float2 Local16 = (Local0 + Local15); + float Local17 = (RotationAngle * -1.0); + float Local18 = (Local17 * 6.283185); + float Local19 = math::cos(Local18); + float Local20 = math::sin(Local18); + float Local21 = (Local20 * -1.0); + float Local22 = math::dot(Local16, float2(Local19,Local21)); + float Local23 = math::dot(Local16, float2(Local20,Local19)); + float2 Local24 = (0.0 + float2(Local22,Local23)); + + float3 Normal_mdl = float3(Local24.x,Local24.y,float3(Local14.x,Local14.y,Local14.z).z); + + float4 Local25 = tex::lookup_float4(Albedo,float2(Local13.x,1.0-Local13.y),tex::wrap_repeat,tex::wrap_repeat); + float Local26 = math::dot(float3(Local25.x,Local25.y,Local25.z), float3(0.3,0.59,0.11)); + float Local27 = (1.0 - AlbedoControls.x); + float3 Local28 = math::lerp(float3(Local25.x,Local25.y,Local25.z),float3(Local26,Local26,Local26),Local27); + float3 Local29 = (Local28 * AlbedoControls.y); + float3 Local30 = (Local29 * float3(AlbedoTint.x,AlbedoTint.y,AlbedoTint.z)); + float3 Local31 = math::pow(math::max(Local30,float3(0.000001)),float3(AlbedoControls.z,AlbedoControls.z,AlbedoControls.z)); + float4 Local32 = tex::lookup_float4(Metalness,float2(Local13.x,1.0-Local13.y),tex::wrap_repeat,tex::wrap_repeat); + float Local33 = (float3(Local32.x,Local32.y,Local32.z).x * MetallicControls.z); + float Local34 = math::round(MetallicControls.x); + float Local35 = math::lerp(MetallicControls.y,Local33,Local34); + float Local36 = math::dot(float3(Local25.x,Local25.y,Local25.z), float3(Specular_Desaturation.x,Specular_Desaturation.y,Specular_Desaturation.z)); + float Local37 = math::saturate(Local36); + float Local38 = (Local37 * 0.5); + float Local39 = math::lerp(BaseSpecular,Local38,SpecularFromAlbedoOverride); + float4 Local40 = tex::lookup_float4(ARD,float2(Local13.x,1.0-Local13.y),tex::wrap_repeat,tex::wrap_repeat); + float Local41 = math::lerp(MinRoughness,MaxRoughness,Local40.y); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local31; + float Metallic_mdl = Local35; + float Specular_mdl = Local39; + float Roughness_mdl = Local41; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0036/Materials/M_BaseMaterial.mdl b/kujiale_0036/Materials/M_BaseMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ed00d16934cd045cadecb7db4bb5dd5ddc8dd3e7 --- /dev/null +++ b/kujiale_0036/Materials/M_BaseMaterial.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0036/Materials/M_BaseMaterial_twosided.mdl b/kujiale_0036/Materials/M_BaseMaterial_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..34a066551136042c8b515bc0777c0e436c62c466 --- /dev/null +++ b/kujiale_0036/Materials/M_BaseMaterial_twosided.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_twosided( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0036/Materials/M_BaseMaterial_v2.mdl b/kujiale_0036/Materials/M_BaseMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..154aecae651add78223e5fe6138f215211f152d3 --- /dev/null +++ b/kujiale_0036/Materials/M_BaseMaterial_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0036/Materials/M_BaseMaterial_v2_twosided.mdl b/kujiale_0036/Materials/M_BaseMaterial_v2_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7d90fc45fb437460e27004b226156b66a976f877 --- /dev/null +++ b/kujiale_0036/Materials/M_BaseMaterial_v2_twosided.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2_twosided( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0036/Materials/M_TranslucentMaterial.mdl b/kujiale_0036/Materials/M_TranslucentMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..0452d78794ea94cb1040fdf3244e688785b52118 --- /dev/null +++ b/kujiale_0036/Materials/M_TranslucentMaterial.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0036/Materials/M_TranslucentMaterial_v2.mdl b/kujiale_0036/Materials/M_TranslucentMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..6cef6519dd94a7d9f305169cecdb1d5512581737 --- /dev/null +++ b/kujiale_0036/Materials/M_TranslucentMaterial_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0036/Materials/OmniUe4Base.mdl b/kujiale_0036/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a441fbaf28040302c7aaabfbcf14b24a85bdf643 --- /dev/null +++ b/kujiale_0036/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/kujiale_0036/Materials/OmniUe4Function.mdl b/kujiale_0036/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..84f4f0da48ff31d03ee611373fe3a4d2e04c9079 --- /dev/null +++ b/kujiale_0036/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/kujiale_0036/Materials/OmniUe4Translucent.mdl b/kujiale_0036/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..483a83004b8f7d5bf820a7905d06ea2d7d5894af --- /dev/null +++ b/kujiale_0036/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/kujiale_0036/Materials/Textures/BlackPlaceholder.png b/kujiale_0036/Materials/Textures/BlackPlaceholder.png new file mode 100644 index 0000000000000000000000000000000000000000..cf498a3f19c07112845752ecd2523a666d8d13b5 --- /dev/null +++ b/kujiale_0036/Materials/Textures/BlackPlaceholder.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid 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b/kujiale_0036/Materials/Textures/Wood_Normal01.jpeg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:110cd45868703c35068082c8d8bb943a04e72c8469f460ff1f1d76e3e08f0176 +size 1673060 diff --git a/kujiale_0036/Materials/Textures/wood01.jpg b/kujiale_0036/Materials/Textures/wood01.jpg new file mode 100644 index 0000000000000000000000000000000000000000..5e3dd0a38c14a53e7f87590a38780c1230dcc90c --- /dev/null +++ b/kujiale_0036/Materials/Textures/wood01.jpg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:26c80c48967f007bf1ce7200f6508c724f6fd4aa86b6ac8beab3ba76c691d277 +size 36034427 diff --git a/kujiale_0036/Materials/WorldGridMaterial.mdl b/kujiale_0036/Materials/WorldGridMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..1374299f552cc467f093777626b92f4faa277cc4 --- /dev/null +++ b/kujiale_0036/Materials/WorldGridMaterial.mdl @@ -0,0 +1,77 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float Local19 = math::lerp(0.0,0.5,Local12.y); + float Local20 = math::lerp(0.7,1.0,Local9.y); + float Local21 = math::lerp(Local20,1.0,0.0); + float Local22 = (Local21 * 1.0); + float Local23 = (Local19 + Local22); + float Local24 = math::min(math::max(Local23,0.0),1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local18,Local18,Local18); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Local24; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + 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0000000000000000000000000000000000000000..77343fa58fe46c9cd9298eee95a263f51ed5ff49 --- /dev/null +++ b/kujiale_0036/kujiale_0036.usda @@ -0,0 +1,2955 @@ +#usda 1.0 +( + customLayerData = { + dictionary cameraSettings = { + dictionary Front = { + double3 position = (500, 0, 0) + double radius = 5 + } + dictionary Perspective = { + double3 position = (-0.2098503384715591, 2.3764405948423084, 1.3155739125052637) + double3 target = (-0.35901253843024594, 0.1397775426074248, 1.283763055681916) + } + dictionary Right = { + double3 position = (0, -500, 0) + double radius = 5 + } + dictionary Top = { + double3 position = (0, 0, 500) + double radius = 5 + } + string boundCamera = "/OmniverseKit_Persp" + } + dictionary omni_layer = { + string authoring_layer = "./kujiale_0036.usda" + } + dictionary renderSettings = { + double "rtx:post:tonemap:cm2Factor" = 2048 + double "rtx:post:tonemap:exposureTime" = 0.000016666666851961054 + double "rtx:post:tonemap:fNumber" = 2.799999952316284 + double "rtx:reflections:maxRoughness" = 1 + } + } + defaultPrim = "Root" + metersPerUnit = 1 + upAxis = "Z" +) + +def Xform "Root" +{ + def Scope "Meshes" + { + def Scope "livingroom_802265" + { + def Xform "television_0000" ( + prepend references = @./Meshes/television_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.8241917760544606, -2.3603595265744906, 1.2943428955343825) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0005" ( + prepend references = @./Meshes/cabinet_0005.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (-1.2908, 0.9682, 0.9682) + double3 xformOp:translate = (2.8869404566542833, 0.1235090702351448, 1.2099993633466255) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0008" ( + prepend references = @./Meshes/cabinet_0008.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2071560053822612, 1.7236897735229624, 0.923826862046025) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0009" ( + prepend references = @./Meshes/cabinet_0009.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2071560053822612, 4.728252761804212, 0.923826862046025) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0010" ( + prepend references = @./Meshes/cabinet_0010.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.5977222508004267, -2.350916993371111, 0.3289951324411425) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0002" ( + prepend references = @./Meshes/chandelier_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.7024001, 0.7024001, 0.7024001) + double3 xformOp:translate = (0.2072885024029, 3.031240954230891, 1.9548043824820491) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0003" ( + prepend references = @./Meshes/chandelier_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.7024001, 0.7024001, 0.7024001) + double3 xformOp:translate = (0.20728849561558652, 3.5390597281054847, 1.955339140302626) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0004" ( + prepend references = @./Meshes/chandelier_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9001, 1.0075, 1.3346) + double3 xformOp:translate = (-0.7191540454833194, -2.2181950448249963, 2.1821317452490185) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0000" ( + prepend references = @./Meshes/painting_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.4412560534477226, -1.8677624511718884, 1.8890156590575866) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0001" ( + prepend references = @./Meshes/painting_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.4412566478065136, -2.3472509768972007, 2.046449695312469) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0002" ( + prepend references = @./Meshes/painting_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.441255925160113, -2.6634155124140024, 2.0464511296383345) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0003" ( + prepend references = @./Meshes/painting_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.4412566478065136, -2.978857422209701, 2.046449695312469) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0004" ( + prepend references = @./Meshes/painting_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.4412560884952503, -2.821135238647465, 1.7315815312499692) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0005" ( + prepend references = @./Meshes/painting_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.4412566776088367, -2.978857422209693, 1.4169306218261404) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0006" ( + prepend references = @./Meshes/painting_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.4412560884952503, -2.5048461761474647, 1.4169306523437188) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0007" ( + prepend references = @./Meshes/painting_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.4412567078879965, -2.3472509768971848, 1.731581592285126) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0008" ( + prepend references = @./Meshes/painting_0008.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.4412552738005815, -2.0258422702260255, 1.4169316365352826) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0009" ( + prepend references = @./Meshes/painting_0009.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.4412566776088367, -1.709677734709693, 1.4169306218261404) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0000" ( + prepend references = @./Meshes/curtain_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.8137001, 1, 0.8174) + double3 xformOp:translate = (-0.7215779359894714, -4.387415286945766, 1.4001615057051866) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0002" ( + prepend references = @./Meshes/curtain_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.1935, 1, 0.8174) + double3 xformOp:translate = (-0.013070717133564358, 5.309553958820764, 1.4001615057051868) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0000" ( + prepend references = @./Meshes/pillow_0000.usd@ + ) + { + quatf xformOp:orient = (0.95370954, -0, 0, -0.30072927) + float3 xformOp:scale = (0.999971, 0.999971, 1) + double3 xformOp:translate = (-0.2149381867653564, -0.38921814835845403, 0.5374749791559525) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0001" ( + prepend references = @./Meshes/pillow_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.9740866052798385, -2.938044128231726, 0.7003238983325699) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0002" ( + prepend references = @./Meshes/pillow_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.9745738332148808, -3.2417017057014337, 0.7209235493991831) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0003" ( + prepend references = @./Meshes/pillow_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.1025755748147843, -2.3824518023954533, 0.7108318211627016) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0004" ( + prepend references = @./Meshes/pillow_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.9740865407880083, -1.8307868508001213, 0.7007192842053012) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0005" ( + prepend references = @./Meshes/pillow_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.9745740057631767, -1.4930736856366806, 0.7205425340310438) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0000" ( + prepend references = @./Meshes/sofa_0000.usd@ + ) + { + quatf xformOp:orient = (0.95370954, -0, 0, -0.30072927) + float3 xformOp:scale = (0.999971, 0.999971, 1) + double3 xformOp:translate = (-0.2744713329098273, -0.482130256602786, 0.5218974308834753) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0001" ( + prepend references = @./Meshes/sofa_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.9487968906995121, -2.3659835490330794, 0.5152685734928896) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "hardware_decoration_0002" ( + prepend references = @./Meshes/hardware_decoration_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (3.3687, 0.2776, 0.963) + double3 xformOp:translate = (-2.86178466796875, -2.29045166015625, 1.299999518499985) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "hardware_decoration_0003" ( + prepend references = @./Meshes/hardware_decoration_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (3.177, 0.2776, 0.963) + double3 xformOp:translate = (-1.419783935546875, 3.34129150390625, 1.299999518499985) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0001" ( + prepend references = @./Meshes/flower_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.571084864034138, -2.2607426551106546, 0.566333145161467) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0001" ( + prepend references = @./Meshes/table_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.8074433288550494, -0.5682680129002102, 0.30700233456606496) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0002" ( + prepend references = @./Meshes/table_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.8469245300269245, -4.03377826680646, 0.30700233456606496) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0003" ( + prepend references = @./Meshes/table_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.5501663971228096, -2.414421081556728, 0.23948274230006633) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0002" ( + prepend references = @./Meshes/table_lamp_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.7960522689912017, -0.5638677215629548, 1.0237738988134293) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0003" ( + prepend references = @./Meshes/table_lamp_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.8355334701630767, -4.02937675476608, 1.0237738988134293) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0000" ( + prepend references = @./Meshes/chair_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.5679102022224156, 2.8453318177924625, 0.44783978643477257) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0001" ( + prepend references = @./Meshes/chair_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.7291403655097318, 3.4371852723075786, 0.4478397864347727) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0002" ( + prepend references = @./Meshes/chair_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.5679102022224156, 3.448622833417463, 0.44783978643477257) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0003" ( + prepend references = @./Meshes/chair_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.7393802336737944, 2.8823757019950786, 0.4478397864347727) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0000" ( + prepend references = @./Meshes/tea_set_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.5747484240929219, -2.6090378944074493, 0.5170479863904436) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0001" ( + prepend references = @./Meshes/tea_set_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.3404292902223061, -2.1400086237522045, 0.4907024010971547) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0002" ( + prepend references = @./Meshes/tea_set_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8232, 0.8232, 0.8232) + double3 xformOp:translate = (0.10614911958229964, 3.213291302378814, 0.8459883459452393) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0000" ( + prepend references = @./Meshes/tray_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.5805264625555006, -2.6174633789146133, 0.4924343258636038) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0001" ( + prepend references = @./Meshes/tray_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.343920837401879, -2.146083984391612, 0.4613300217886274) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0002" ( + prepend references = @./Meshes/tray_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8232, 0.8232, 0.8232) + double3 xformOp:translate = (0.014555805731188799, 3.178378906250099, 0.7807221185707767) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0000" ( + prepend references = @./Meshes/book_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.5710043563664196, -2.620112816458477, 0.4750246002315135) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0000" ( + prepend references = @./Meshes/ornament_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2164220572247286, 1.5391327149984912, 0.6121763764449714) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0001" ( + prepend references = @./Meshes/ornament_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2164220572247286, 4.543694482576616, 0.6121763764449714) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0002" ( + prepend references = @./Meshes/ornament_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8232, 0.8232, 0.8232) + double3 xformOp:translate = (0.04022591461406265, 3.0821607606282235, 0.8125380240337139) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0003" ( + prepend references = @./Meshes/ornament_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8232, 0.8232, 0.8232) + double3 xformOp:translate = (0.0790339886208277, 3.128405627170236, 0.8523532378393454) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0000" ( + prepend references = @./Meshes/wine_set_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.221828986771452, 1.4037916178821557, 0.6420549163827616) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0001" ( + prepend references = @./Meshes/wine_set_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2218285118433232, 1.6444222331207852, 0.6420535202035234) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0002" ( + prepend references = @./Meshes/wine_set_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2053944168184882, 1.7638771628316474, 0.6360712509127364) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0003" ( + prepend references = @./Meshes/wine_set_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2050471820807007, 1.8645969737938308, 0.596876125340103) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0004" ( + prepend references = @./Meshes/wine_set_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2054098928421146, 1.9726932315710042, 0.6433311920167455) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0005" ( + prepend references = @./Meshes/wine_set_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2047209158585035, 1.9441516116434627, 0.9369186818246213) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0006" ( + prepend references = @./Meshes/wine_set_0006.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2047267111548599, 1.8302366581198748, 0.9398142166147663) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0007" ( + prepend references = @./Meshes/wine_set_0007.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2045308285344902, 1.6525488797165522, 0.9558977543950066) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0008" ( + prepend references = @./Meshes/wine_set_0008.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2047273731347514, 1.5478618088511429, 0.9332613103046143) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0009" ( + prepend references = @./Meshes/wine_set_0009.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.1911711392688025, 1.9435086478885581, 1.2181765861627873) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0010" ( + prepend references = @./Meshes/wine_set_0010.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2054547809480898, 1.8166462801596448, 1.2230324211133732) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0011" ( + prepend references = @./Meshes/wine_set_0011.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2283207338299642, 1.7059964055778747, 1.2252929916382567) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0012" ( + prepend references = @./Meshes/wine_set_0012.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2495948657138296, 1.6048900737793514, 1.224205299103123) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0013" ( + prepend references = @./Meshes/wine_set_0013.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2256337432867108, 1.5116052036488012, 1.2086795692445178) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0014" ( + prepend references = @./Meshes/wine_set_0014.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2280042028449811, 1.4099282284641521, 1.2119507904056752) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0015" ( + prepend references = @./Meshes/wine_set_0015.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2045701618259497, 2.003482666247661, 1.5327844467170728) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0016" ( + prepend references = @./Meshes/wine_set_0016.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2045242929876954, 1.8632204892784345, 1.5070961987883602) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0017" ( + prepend references = @./Meshes/wine_set_0017.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2047243671444146, 1.6866001034466749, 1.5366677357792615) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0018" ( + prepend references = @./Meshes/wine_set_0018.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2047344378275229, 1.5776945270363587, 1.5087602879676891) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0019" ( + prepend references = @./Meshes/wine_set_0019.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2495948561770802, 1.4409752903015633, 1.500624976837498) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0020" ( + prepend references = @./Meshes/wine_set_0020.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.221828986771452, 4.408352164757155, 0.6420549163827616) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0021" ( + prepend references = @./Meshes/wine_set_0021.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2218285118433232, 4.64898400069891, 0.6420535202035234) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0022" ( + prepend references = @./Meshes/wine_set_0022.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2053944168184882, 4.768438930409772, 0.6360712509127364) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0023" ( + prepend references = @./Meshes/wine_set_0023.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2050471820807007, 4.869159962075081, 0.596876125340103) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0024" ( + prepend references = @./Meshes/wine_set_0024.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2054098928421146, 4.9772574405553796, 0.6433311920167455) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0025" ( + prepend references = @./Meshes/wine_set_0025.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2047209158585035, 4.948714599924712, 0.9369186818246213) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0026" ( + prepend references = @./Meshes/wine_set_0026.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2047267111548599, 4.834798425698, 0.9398142166147663) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0027" ( + prepend references = @./Meshes/wine_set_0027.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2045308285344902, 4.657111867997802, 0.9558977543950066) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0028" ( + prepend references = @./Meshes/wine_set_0028.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2047273731347514, 4.552423576429268, 0.9332613103046143) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0029" ( + prepend references = @./Meshes/wine_set_0029.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.1911711392688025, 4.948072856872933, 1.2181765861627873) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0030" ( + prepend references = @./Meshes/wine_set_0030.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2054547809480898, 4.821209268440895, 1.2230324211133732) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0031" ( + prepend references = @./Meshes/wine_set_0031.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2283207338299642, 4.710558173156, 1.2252929916382567) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0032" ( + prepend references = @./Meshes/wine_set_0032.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2495948657138296, 4.609451841357476, 1.224205299103123) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0033" ( + prepend references = @./Meshes/wine_set_0033.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2256337432867108, 4.516166971226927, 1.2086795692445178) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0034" ( + prepend references = @./Meshes/wine_set_0034.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2280042028449811, 4.414492437448527, 1.2119507904056752) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0035" ( + prepend references = @./Meshes/wine_set_0035.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2045701618259497, 5.008046875232036, 1.5327844467170728) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0036" ( + prepend references = @./Meshes/wine_set_0036.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2045242929876954, 4.867784698262809, 1.5070961987883602) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0037" ( + prepend references = @./Meshes/wine_set_0037.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2047243671444146, 4.691160650321675, 1.5366677357792615) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0038" ( + prepend references = @./Meshes/wine_set_0038.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2047344378275229, 4.582256294614484, 1.5087602879676891) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0039" ( + prepend references = @./Meshes/wine_set_0039.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2495948561770802, 4.445535837176563, 1.500624976837498) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0000" ( + prepend references = @./Meshes/tablecloth_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8232, 0.8232, 0.8232) + double3 xformOp:translate = (0.18406769185279587, 3.3146980451916157, 0.7868755426592712) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0001" ( + prepend references = @./Meshes/tablecloth_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8232, 0.8232, 0.8232) + double3 xformOp:translate = (-0.053297080993652345, 3.2028320312500003, 0.7706490024624942) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "unknown_0000" ( + prepend references = @./Meshes/unknown_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8232, 0.8232, 0.8232) + double3 xformOp:translate = (-0.15766182210286417, 3.141307880840846, 0.776603001107369) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "unknown_0001" ( + prepend references = @./Meshes/unknown_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8232, 0.8232, 0.8232) + double3 xformOp:translate = (-0.08183393237592165, 3.1555132373003283, 0.8084774916188165) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "unknown_0002" ( + prepend references = @./Meshes/unknown_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8232, 0.8232, 0.8232) + double3 xformOp:translate = (-0.07455194361947787, 3.190004798384473, 0.7880421431316041) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "unknown_0003" ( + prepend references = @./Meshes/unknown_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8232, 0.8232, 0.8232) + double3 xformOp:translate = (-0.13883270340421577, 3.2609130086708196, 0.7923866210438327) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "unknown_0004" ( + prepend references = @./Meshes/unknown_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8232, 0.8232, 0.8232) + double3 xformOp:translate = (-0.08199779850897797, 3.2776700500441707, 0.7931986549762436) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "unknown_0005" ( + prepend references = @./Meshes/unknown_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8232, 0.8232, 0.8232) + double3 xformOp:translate = (-0.038040228050071116, 3.2661638250195972, 0.8059061401419629) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0000" ( + prepend references = @./Meshes/cup_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8232, 0.8232, 0.8232) + double3 xformOp:translate = (-0.024269855406337523, 3.1715132217295734, 0.8293153729682284) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0000" ( + prepend references = @./Meshes/plate_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8232, 0.8232, 0.8232) + double3 xformOp:translate = (-0.031858296861488784, 3.188500976576437, 0.7996390329400989) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spoon_0000" ( + prepend references = @./Meshes/spoon_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8232, 0.8232, 0.8232) + double3 xformOp:translate = (-0.10450115495583222, 3.1461453808229596, 0.799878636368465) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "dining_table_0000" ( + prepend references = @./Meshes/dining_table_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.08061509695137296, 3.1946049803680054, 0.3839400329401427) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0000" ( + prepend references = @./Meshes/spot_light_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (15, 15, 15) + double3 xformOp:translate = (2.793699892245261, 0.5493965930277087, 2.5269382401572225) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "spot_light_0000" + { + over "light_0000" + { + bool treatAsPoint = 0 + } + } + } + } + + def Xform "spot_light_0001" ( + prepend references = @./Meshes/spot_light_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (15, 15, 15) + double3 xformOp:translate = (1.2393298375676804, 0.5493965900000054, 2.5269382390393273) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "spot_light_0001" + { + over "light_0000" + { + bool treatAsPoint = 0 + } + } + } + } + + def Xform "spot_light_0002" ( + prepend references = @./Meshes/spot_light_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (15, 15, 15) + double3 xformOp:translate = (-0.14358680527401482, 0.5493965900000007, 2.52693822015133) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "spot_light_0002" + { + over "light_0000" + { + bool treatAsPoint = 0 + } + } + } + } + + def Xform "spot_light_0003" ( + prepend references = @./Meshes/spot_light_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (15, 15, 15) + double3 xformOp:translate = (-1.7892725481499236, 0.5493965900000105, 2.5269382196648307) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "spot_light_0003" + { + over "light_0000" + { + bool treatAsPoint = 0 + } + } + } + } + + def Xform "spot_light_0004" ( + prepend references = @./Meshes/spot_light_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (15, 15, 15) + double3 xformOp:translate = (-3.5222830553491393, 0.5493965899999994, 2.526938226608908) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "spot_light_0004" + { + over "light_0000" + { + bool treatAsPoint = 0 + } + } + } + } + } + + def Scope "bedroom_802267" + { + def Xform "television_0001" ( + prepend references = @./Meshes/television_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.7078101766965441, 3.704605133552878, 1.1367788086203203) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0003" ( + prepend references = @./Meshes/cabinet_0003.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.0677, 1, 1) + double3 xformOp:translate = (-4.229383106225596, 1.7967052461372612, 1.249999500000842) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0007" ( + prepend references = @./Meshes/cabinet_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.8902930069446686, 3.679204527783351, 0.25961654662511374) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0011" ( + prepend references = @./Meshes/cabinet_0011.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.785, 0.9268, 0.8467) + double3 xformOp:translate = (-5.412797847743697, 2.4713316918934978, 0.25398683875431516) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0012" ( + prepend references = @./Meshes/cabinet_0012.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.785, 0.9268, 0.8467) + double3 xformOp:translate = (-5.412797847743697, 4.945574855955997, 0.25398683875431516) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0001" ( + prepend references = @./Meshes/chandelier_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.3396, 0.3396, 0.2644) + double3 xformOp:translate = (-3.7120215041434315, 3.9324467972617643, 2.2610401007084353) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0003" ( + prepend references = @./Meshes/curtain_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.6463, 1, 0.8174) + double3 xformOp:translate = (-3.673041557751094, 5.316915367121392, 1.399683757759745) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0006" ( + prepend references = @./Meshes/pillow_0006.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.135512875559737, 3.759498397373604, 0.7019567871988692) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0007" ( + prepend references = @./Meshes/pillow_0007.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.230165531650019, 3.4020812653085377, 0.6875172350283123) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0008" ( + prepend references = @./Meshes/pillow_0008.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.247438245703474, 4.094238037778535, 0.6785988805769175) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0009" ( + prepend references = @./Meshes/pillow_0009.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.3762515249477785, 3.7153982599132576, 0.7155211562277605) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0010" ( + prepend references = @./Meshes/pillow_0010.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.448831874411962, 4.143805026412852, 0.6888083039109836) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0011" ( + prepend references = @./Meshes/pillow_0011.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.437264348373084, 3.3128601804201754, 0.6717728424043492) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "hardware_decoration_0001" ( + prepend references = @./Meshes/hardware_decoration_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (2.8779001, 0.2776, 0.963) + double3 xformOp:translate = (-5.6147998046875, 3.53879638671875, 1.299999518499985) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0000" ( + prepend references = @./Meshes/flower_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.0571603850144347, 4.882394272131245, 0.8059625737521007) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0000" ( + prepend references = @./Meshes/bed_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.533640138048999, 3.691873931733028, 0.6534349059991905) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0000" ( + prepend references = @./Meshes/bedding_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.2431849539770115, 3.719648377463497, 0.49859587086668744) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0001" ( + prepend references = @./Meshes/bedding_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.28343594320214, 3.6893687126813495, 0.39500560365692927) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_light_0000" ( + prepend references = @./Meshes/wall_light_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.5046086826936405, 4.9416670936405565, 1.0501128548370213) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_light_0001" ( + prepend references = @./Meshes/wall_light_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.502040602106568, 2.459689554578057, 1.049768615991684) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bedroom_802266" + { + def Xform "television_0002" ( + prepend references = @./Meshes/television_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.1498089559934854, -3.7370695185471847, 1.1299892273187997) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0000" ( + prepend references = @./Meshes/cabinet_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.746689170888932, -4.986144254781855, 0.29998440551729116) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0001" ( + prepend references = @./Meshes/cabinet_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.746689170888932, -2.419257047750605, 0.29998440551729116) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0004" ( + prepend references = @./Meshes/cabinet_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.96150005, 1, 1) + double3 xformOp:translate = (-5.685360623901342, -1.6886498262153862, 1.2499995000008421) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0006" ( + prepend references = @./Meshes/cabinet_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.331335487413419, -3.740106995654149, 0.25961654662511374) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0000" ( + prepend references = @./Meshes/chandelier_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.3396, 0.3396, 0.2791) + double3 xformOp:translate = (-5.066892109612182, -3.951090800394486, 2.1328064862393044) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "chandelier_0000" + { + over "light_0000" + { + token visibility = "inherited" + } + } + } + } + + def Xform "curtain_0001" ( + prepend references = @./Meshes/curtain_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.6277001, 1, 0.8174) + double3 xformOp:translate = (-5.027380970385984, -5.922302942474162, 1.399683757759745) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "mirror_0001" ( + prepend references = @./Meshes/mirror_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.1364692011721695, -5.280895615159863, 1.0630883025712403) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0012" ( + prepend references = @./Meshes/pillow_0012.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.459936703684737, -3.6729967198138964, 0.7019567871988692) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0013" ( + prepend references = @./Meshes/pillow_0013.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.554589359775019, -4.030413851878962, 0.6875172350283123) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0014" ( + prepend references = @./Meshes/pillow_0014.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.571857191015974, -3.338257079408965, 0.6785988805769175) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0015" ( + prepend references = @./Meshes/pillow_0015.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.700670470260278, -3.7170968572742424, 0.7155211562277605) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0016" ( + prepend references = @./Meshes/pillow_0016.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.773255702536962, -3.288692532180898, 0.6888083039109836) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0017" ( + prepend references = @./Meshes/pillow_0017.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.761683293685584, -4.119634936767325, 0.6717728424043492) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0001" ( + prepend references = @./Meshes/daily_equipment_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.19750977516161, -4.895283702850352, 0.7796230466004583) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0002" ( + prepend references = @./Meshes/daily_equipment_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3135779209098324, -4.9860379866998334, 0.7854705294223506) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0003" ( + prepend references = @./Meshes/daily_equipment_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.2400102676082456, -5.158375834274302, 0.7678483333777613) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0004" ( + prepend references = @./Meshes/daily_equipment_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.2455097083485036, -5.187167723026035, 0.7700358066679954) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0005" ( + prepend references = @./Meshes/daily_equipment_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.192668136596395, -5.158949269331846, 0.7821697196957346) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0006" ( + prepend references = @./Meshes/daily_equipment_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.2148182649525463, -5.228163997170185, 0.790352611270447) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0007" ( + prepend references = @./Meshes/daily_equipment_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3710714864332902, -5.3758164725468625, 0.7740890328530357) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0008" ( + prepend references = @./Meshes/daily_equipment_0008.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3555841746310477, -5.3482068023736735, 0.7749013001556095) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0009" ( + prepend references = @./Meshes/daily_equipment_0009.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3620625781395, -5.446433181885253, 0.7373423274796376) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0010" ( + prepend references = @./Meshes/daily_equipment_0010.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3620951366596423, -5.463558537005526, 0.7373810532065682) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0011" ( + prepend references = @./Meshes/daily_equipment_0011.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3786425781248672, -5.507256359100349, 0.7373693531753811) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0012" ( + prepend references = @./Meshes/daily_equipment_0012.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.29545166015625, -5.51833984375, 0.7460181867713618) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0013" ( + prepend references = @./Meshes/daily_equipment_0013.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.33819091796875, -5.514619140625, 0.7754432255859064) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0014" ( + prepend references = @./Meshes/daily_equipment_0014.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.2340034754766123, -5.404210304878144, 0.7923135929273701) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0015" ( + prepend references = @./Meshes/daily_equipment_0015.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.18221923828125, -5.3795410156250005, 0.7805274445647881) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0016" ( + prepend references = @./Meshes/daily_equipment_0016.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.1520789952296084, -5.372670211320635, 0.7750917317504582) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0017" ( + prepend references = @./Meshes/daily_equipment_0017.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.1923120317459, -5.338032266616827, 0.7756336552734063) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0018" ( + prepend references = @./Meshes/daily_equipment_0018.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.152316874504127, -5.338032086372368, 0.7756336552734063) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0019" ( + prepend references = @./Meshes/daily_equipment_0019.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.195457607512111, -5.30477921703713, 0.787400808061301) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0020" ( + prepend references = @./Meshes/daily_equipment_0020.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.155618184568533, -5.299485667710776, 0.7750917317504582) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0021" ( + prepend references = @./Meshes/daily_equipment_0021.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.1882433772083174, -5.538126539707523, 0.7848936176300478) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0022" ( + prepend references = @./Meshes/daily_equipment_0022.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.148841956167552, -5.520626528497295, 0.8029018285041145) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0023" ( + prepend references = @./Meshes/daily_equipment_0023.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.1679884843699386, -5.583995213960834, 0.8107571637411761) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0024" ( + prepend references = @./Meshes/daily_equipment_0024.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.1493471917800044, -5.6426064271771885, 0.7917317581175879) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0025" ( + prepend references = @./Meshes/daily_equipment_0025.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.196682341095284, -5.620988492960081, 0.772650819778516) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0026" ( + prepend references = @./Meshes/daily_equipment_0026.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.1838519950179247, -5.649889957622073, 0.7991023483291126) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "hardware_decoration_0000" ( + prepend references = @./Meshes/hardware_decoration_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (3.3323, 0.2776, 0.963) + double3 xformOp:translate = (-6.936806640625, -3.88283447265625, 1.299999518499985) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0001" ( + prepend references = @./Meshes/bed_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.8580615247677486, -3.740618744048222, 0.6534349059991905) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0002" ( + prepend references = @./Meshes/bedding_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.567608782694845, -3.7128467397240033, 0.5101262432488692) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0003" ( + prepend references = @./Meshes/bedding_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.60785488851464, -3.7431288459124006, 0.39500560365692927) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "stool_0000" ( + prepend references = @./Meshes/stool_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.697158104626563, -5.254111702692759, 0.2941962128380817) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cosmetic_0000" ( + prepend references = @./Meshes/cosmetic_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.1973783666432043, -4.896439429983336, 0.8457950935304624) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0000" ( + prepend references = @./Meshes/table_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.291759307972213, -5.25411595337872, 0.3806401367184664) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0000" ( + prepend references = @./Meshes/table_lamp_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.361, 1.5205001, 1.5135001) + double3 xformOp:translate = (-6.74948568744329, -5.011323211950293, 0.9378114146097905) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0001" ( + prepend references = @./Meshes/table_lamp_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.361, 1.5205001, 1.5135001) + double3 xformOp:translate = (-6.751117414183185, -2.4191574970091643, 0.9395430645797811) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bathroom_802271" + { + def Xform "cabinet_0002" ( + prepend references = @./Meshes/cabinet_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1813, 1.1813, 1) + double3 xformOp:translate = (-5.081701257180655, -0.9701023629527333, 0.4598017883264014) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0000" ( + prepend references = @./Meshes/bathroom_product_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1813, 1.1813, 1) + double3 xformOp:translate = (-5.355774363142453, -0.9854835345967914, 1.0933786164590957) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0001" ( + prepend references = @./Meshes/bathroom_product_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.785962699860318, -1.1976684133069495, 0.6416687203502718) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0002" ( + prepend references = @./Meshes/bathroom_product_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.3702, 1.3702, 0.8576) + double3 xformOp:translate = (-6.277643780165408, 0.5794253334413301, 1.0249993536303788) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0003" ( + prepend references = @./Meshes/bathroom_product_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.2928038791303145, 1.0073148725999426, 1.3456129148101446) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "basin_0000" ( + prepend references = @./Meshes/basin_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1813, 1.1813, 1) + double3 xformOp:translate = (-5.081510944011584, -0.9779924916254663, 0.9946164092862829) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "mirror_0000" ( + prepend references = @./Meshes/mirror_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1813, 1.1813, 1) + double3 xformOp:translate = (-5.07392578125, -1.2440019691697903, 1.5905853576653342) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0000" ( + prepend references = @./Meshes/daily_equipment_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.800416313171042, -1.1605790557865578, 0.55594332476737) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0027" ( + prepend references = @./Meshes/daily_equipment_0027.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.184542938212005, -1.147845932034728, 1.3000542190283888) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0028" ( + prepend references = @./Meshes/daily_equipment_0028.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.183751739495649, -1.1518737526317013, 1.2548529822518606) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0029" ( + prepend references = @./Meshes/daily_equipment_0029.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.6267479407225025, -0.678144275313503, 1.1688838348170694) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "closestool_0000" ( + prepend references = @./Meshes/closestool_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.171768104260374, -0.8979184722553566, 0.3247366637213258) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0000" ( + prepend references = @./Meshes/ceiling_light_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.299677734375, 0.04730510711669922, 2.451999504887862) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0000" ( + prepend references = @./Meshes/shelf_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.171763687058716, -1.158691142889547, 1.1672423934933063) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0001" ( + prepend references = @./Meshes/shelf_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.582541466611146, -0.6900620270190976, 1.360274165146093) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "kitchen_802269" + { + def Xform "cabinet_0013" ( + prepend references = @./Meshes/cabinet_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.73808214375, 3.4615088722382814, 1.1749995389999761) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0004" ( + prepend references = @./Meshes/bathroom_product_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.8446430093721564, 5.2609517590479165, 1.0435468142731907) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "basin_0001" ( + prepend references = @./Meshes/basin_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.6794847106622526, 5.163791519040875, 0.7161332358182434) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0001" ( + prepend references = @./Meshes/ceiling_light_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.5737371325320573, 3.0892833595229887, 2.396903766184575) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fridge_0000" ( + prepend references = @./Meshes/fridge_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.9654, 1.0851, 1.007) + double3 xformOp:translate = (1.9862504168060593, 1.8385462719781538, 0.9000616024616988) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "unknown_0006" ( + prepend references = @./Meshes/unknown_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.7380811599999997, 4.89644026, 0.049999504999976255) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "unknown_0007" ( + prepend references = @./Meshes/unknown_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.44024969, 3.46150554, 2.359806419882789) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "unknown_0008" ( + prepend references = @./Meshes/unknown_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.04025468, 3.17698143, 0.049999504999976255) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "unknown_0009" ( + prepend references = @./Meshes/unknown_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.73808152, 3.46150902, 0.8424995099999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_58f0977a37b50e731fd5e884_v2" + { + over "MI_5d89e2ba17e93b0001f7dadf_v2" + { + asset inputs:ColorTex = @./Materials/Textures/Marble03.jpeg@ + } + } + } + } + + def Xform "range_hood_0000" ( + prepend references = @./Meshes/range_hood_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.5775987312781137, 3.234586547980643, 1.5850297276621887) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kettle_0000" ( + prepend references = @./Meshes/kettle_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.495317311222253, 3.4961219893742066, 1.0334434588984456) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0000" ( + prepend references = @./Meshes/other_cooker_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.511960898719097, 3.2279580070856433, 0.9001189172852414) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "ceiling" + { + def Xform "ceiling_0000" ( + prepend references = @./Meshes/ceiling_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.167, 1.0451, 0.5741) + double3 xformOp:translate = (-3.6353569315232197, 3.3290928181637174, 2.7000009162279484) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0001" ( + prepend references = @./Meshes/ceiling_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.1298, 1.263, 0.5741) + double3 xformOp:translate = (-5.020579501977909, -3.621981926609369, 2.700000916227948) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0002" ( + prepend references = @./Meshes/ceiling_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.2724, 1.1929, 0.5741) + double3 xformOp:translate = (-0.714941565870322, -2.1845877023882347, 2.7000009162279484) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0003" ( + prepend references = @./Meshes/ceiling_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.8453, 1.1246, 0.5741) + double3 xformOp:translate = (0.012701548496688702, 3.243841694644016, 2.7000009162279484) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0004" ( + prepend references = @./Meshes/ceiling_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.6177, 0.15770002, 0.15770002) + double3 xformOp:translate = (-3.764990234375, -0.7822607421875, 2.6120308728196293) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0005" ( + prepend references = @./Meshes/ceiling_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.97360003, 0.5231, 1.9982002) + double3 xformOp:translate = (2.7380810546875, 3.4615087890625, 2.6242578851397798) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0006" ( + prepend references = @./Meshes/ceiling_0006.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (-1.11, 0.3307, 0.1638) + double3 xformOp:translate = (-5.7459619140625, -0.006032195091247559, 2.5124993249217598) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0007" ( + prepend references = @./Meshes/ceiling_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (3.8163, 0.1733, 1.3103001) + double3 xformOp:translate = (-0.32506591796875, 0.5887835693359376, 2.6999897214445148) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0008" ( + prepend references = @./Meshes/ceiling_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.7380804443359374, 3.461508483886719, 2.8000000000000003) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0009" ( + prepend references = @./Meshes/ceiling_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.6425068969726566, 3.4614784545898445, 2.8000000000000003) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0010" ( + prepend references = @./Meshes/ceiling_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.32147314453124975, 0.46250097656250033, 2.8000000000000003) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0011" ( + prepend references = @./Meshes/ceiling_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-5.7459604492187495, -0.006032043457031193, 2.8000000000000003) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0012" ( + prepend references = @./Meshes/ceiling_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-5.024511108398437, -3.134461006164551, 2.8000000000000003) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0013" ( + prepend references = @./Meshes/ceiling_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.5714048767089843, -0.32196990966796873, 2.85) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "floor" + { + def Xform "floor_0000" ( + prepend references = @./Meshes/floor_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.3702, 1.3702, 0.8576) + double3 xformOp:translate = (-6.3309423828125, 0.593126220703125, 0.01628624951420177) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0001" ( + prepend references = @./Meshes/floor_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.32147314453124975, 0.46250097656250033, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K" + { + over "MI_White_Cloth_sbklx0p0_2K" + { + asset inputs:BaseColor_Tex = @./Materials/Textures/wood01.jpg@ ( + colorSpace = "sRGB" + ) + float4 inputs:BaseColor_UVA = (0.3, 0.3, 0, 0) + float4 inputs:Gloss_Color = (0.8, 0.8, 0.8, 1) + float inputs:IsBaseColorTex = 1 + } + } + } + } + + def Xform "floor_0002" ( + prepend references = @./Meshes/floor_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-5.0245107421875, -3.13446142578125, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_Chevron_Walnut_Parquet_th4hfcfl_2K" + { + over "MI_White_Cloth_sbklx0p0_2K" + { + asset inputs:BaseColor_Tex = @./Materials/Textures/wood01.jpg@ ( + colorSpace = "sRGB" + ) + float4 inputs:BaseColor_UVA = (0.3, 0.3, 0, 0) + float4 inputs:Gloss_Color = (0.5, 0.5, 0.5, 1) + asset inputs:Gloss_Tex = @@ ( + colorSpace = "sRGB" + ) + float inputs:IsBaseColorTex = 1 + asset inputs:Specular_Tex = @@ ( + colorSpace = "sRGB" + ) + } + } + } + } + + def Xform "floor_0003" ( + prepend references = @./Meshes/floor_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.6425068359375, 3.4614780273437504, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_Chevron_Walnut_Parquet_th4hfcfl_2K" + { + over "MI_White_Cloth_sbklx0p0_2K" + { + asset inputs:BaseColor_Tex = @./Materials/Textures/wood01.jpg@ ( + colorSpace = "sRGB" + ) + float4 inputs:BaseColor_UVA = (0.3, 0.3, 0, 0) + float4 inputs:Gloss_Color = (0.5, 0.5, 0.5, 1) + asset inputs:Gloss_Tex = @@ ( + colorSpace = "sRGB" + ) + float inputs:IsBaseColorTex = 1 + asset inputs:Specular_Tex = @@ ( + colorSpace = "sRGB" + ) + } + } + } + } + + def Xform "floor_0004" ( + prepend references = @./Meshes/floor_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.73808056640625, 3.4615087890625, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K" + { + over "MI_White_Cloth_sbklx0p0_2K" + { + asset inputs:BaseColor_Tex = @./Materials/Textures/Marble02.jpeg@ ( + colorSpace = "sRGB" + ) + float4 inputs:Gloss_Color = (0.8, 0.8, 0.8, 1) + float inputs:IsBaseColorTex = 1 + } + } + } + } + + def Xform "floor_0005" ( + prepend references = @./Meshes/floor_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-5.7459604492187495, -0.0060317382812499435, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0006" ( + prepend references = @./Meshes/floor_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.5714048767089843, -0.32196990966796873, -0.30000500000023755) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "other" + { + def Xform "doorsill_0000" ( + prepend references = @./Meshes/doorsill_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.5689996948242189, 3.5387919921875004, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0001" ( + prepend references = @./Meshes/doorsill_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.115216979980469, 1.36397802734375, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0002" ( + prepend references = @./Meshes/doorsill_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.9071665039062506, 0.7992740173339844, 0.0007950000116834418) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0003" ( + prepend references = @./Meshes/doorsill_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.7572139892578127, -0.1259999217987061, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0004" ( + prepend references = @./Meshes/doorsill_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.489999755859375, 0.5938144721984864, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "door_0000" ( + prepend references = @./Meshes/door_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.5689999700000001, 3.5387921, 1.0617495009999764) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0000" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0001" ( + prepend references = @./Meshes/door_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.8859684600000004, 0.7992739600000001, 1.0704995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0001" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0002" ( + prepend references = @./Meshes/door_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.11521752, 1.3342441600000001, 1.0779995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0002" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0003" ( + prepend references = @./Meshes/door_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.75721435, -0.15573504, 1.0779995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0003" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0004" ( + prepend references = @./Meshes/door_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.48886538, 0.59381483, 1.2459995014999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0004" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "window_0000" ( + prepend references = @./Meshes/window_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.0900419999999995, -0.0061841000000000005, 1.6999995004999766) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0001" ( + prepend references = @./Meshes/window_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.025216090000000004, 5.53348461, 1.2994914803369142) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0002" ( + prepend references = @./Meshes/window_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.64479786, 5.561330910000001, 1.1400061898095704) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0003" ( + prepend references = @./Meshes/window_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.04180811, -6.18531236, 1.4999235582080082) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0004" ( + prepend references = @./Meshes/window_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.6512035, -4.61803107, 1.1400196633203126) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0005" ( + prepend references = @./Meshes/window_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.7392004500000002, 5.62814567, 1.6999995004999766) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "wall" + { + def Xform "wall_0000" ( + prepend references = @./Meshes/wall_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.7290999603271486, -0.17711610078811646, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0001" ( + prepend references = @./Meshes/wall_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.8981700134277344, 2.686444101333618, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0002" ( + prepend references = @./Meshes/wall_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.288484878540039, 1.3639850234985351, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0003" ( + prepend references = @./Meshes/wall_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-7.046999816894531, -2.4195350646972655, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0004" ( + prepend references = @./Meshes/wall_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.56, 3.392385139465332, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0005" ( + prepend references = @./Meshes/wall_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-5.731000061035156, 3.5216050720214844, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0006" ( + prepend references = @./Meshes/wall_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.9164100646972656, 5.55, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0007" ( + prepend references = @./Meshes/wall_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.986999969482422, -3.185580360889435, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0008" ( + prepend references = @./Meshes/wall_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.545, 3.392395133972168, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0009" ( + prepend references = @./Meshes/wall_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.56, -2.401060049533844, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0010" ( + prepend references = @./Meshes/wall_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.668985061645508, 1.3550000381469727, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0011" ( + prepend references = @./Meshes/wall_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-5.7338899230957034, -1.325, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0012" ( + prepend references = @./Meshes/wall_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-5.018489837646484, -6.194039916992188, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0013" ( + prepend references = @./Meshes/wall_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.480999908447266, -0.015120010375976562, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0014" ( + prepend references = @./Meshes/wall_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.6489000701904297, -4.625, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0015" ( + prepend references = @./Meshes/wall_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.669394989013672, -0.1260001015663147, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + + def "Rendering" + { + def "Lights" + { + def DistantLight "DirectionalLight" + { + float angle = 0.5357 + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + color3f color = (1, 1, 1) + float colorTemperature = 6500 + bool enableColorTemperature = 0 + float inputs:angle = 0.5357 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 1989.4366 + bool inputs:normalize = 0 + float inputs:specular = 1 + float intensity = 1989.4366 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DistantLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (0.7303984164551134, 0.46531512036361533, 0.26864982355965045, 0.4216957010715497) + double3 xformOp:scale = (2.5, 2.5, 2.5) + double3 xformOp:translate = (0, -0, 2) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def DomeLight "DomeLight" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float guideRadius = 100000 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 1000 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 1 + asset inputs:texture:file = @./limpopo_golf_course_4k.hdr@ + token inputs:texture:format = "latlong" + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DomeLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0, 0, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } +} + diff --git a/kujiale_0036/limpopo_golf_course_4k.hdr b/kujiale_0036/limpopo_golf_course_4k.hdr new file mode 100644 index 0000000000000000000000000000000000000000..69a8064f5ce4ae974f68c4a95a85731b92b82c23 --- /dev/null +++ b/kujiale_0036/limpopo_golf_course_4k.hdr @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d8c4f77cd64dae23dc7cc32665b6bcbc370716d3c99e255bf9359b6225862f36 +size 26179131 diff --git a/kujiale_0036/rooms.json b/kujiale_0036/rooms.json new file mode 100644 index 0000000000000000000000000000000000000000..5bc905ba83383b46208649c53d49fb641e29658c --- /dev/null +++ b/kujiale_0036/rooms.json @@ -0,0 +1 @@ +[{"room_type": "living room", "polygon": [[3.7869406738281253, -0.06591020202636719], [3.7869406738281253, 1.2437739257812501], [1.4487996826171876, 1.2437739257812501], [1.4487996826171876, 5.4387919921875], [-1.424783935546875, 5.4387919921875], [-1.424783935546875, 1.2437877197265625], [-4.42988671875, 1.24381494140625], [-4.42988671875, -0.06591020202636719], [-2.86678564453125, -0.06591020202636719], [-2.86678564453125, -4.51379052734375], [1.448796875, -4.51379052734375], [1.448796875, -0.06591020202636719]]}, {"room_type": "bedroom", "polygon": [[-3.10721435546875, -0.18608979797363281], [-4.42988671875, -0.18608979797363281], [-4.42988671875, -1.3761202392578125], [-6.94180810546875, -1.3761202392578125], [-6.94180810546875, -6.0828330078125], [-3.10721435546875, -6.0828330078125], [-3.10721435546875, -4.634]]}, {"room_type": "bedroom", "polygon": [[-4.49, 1.4841845703125], [-1.665216064453125, 1.4841590576171875], [-1.665216064453125, 5.438794921875], [-5.6197978515625, 5.4387978515625], [-5.6197978515625, 1.4841845703125]]}, {"room_type": "kitchen", "polygon": [[3.7869609375, 5.4387919921875], [1.6892003173828125, 5.4387919921875], [1.6892003173828125, 1.48422607421875], [3.7869609375, 1.48422607421875]]}, {"room_type": "bathroom", "polygon": [[-5.74, 1.2438154296875], [-6.94180810546875, 1.2438154296875], [-6.94180810546875, -1.2558797607421874], [-4.55011328125, -1.2558797607421874], [-4.55011328125, -0.126], [-4.55011328125, 1.2438154296875]]}] \ No newline at end of file diff --git a/kujiale_0037/.thumbs/256x256/kujiale_0037.usda.png b/kujiale_0037/.thumbs/256x256/kujiale_0037.usda.png new file mode 100644 index 0000000000000000000000000000000000000000..67f24adf77e33ba957748cf53eed907b7862ef3f --- /dev/null +++ b/kujiale_0037/.thumbs/256x256/kujiale_0037.usda.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:565a6d91a00144c6740a76aaef7ab8b4fe44a97408e9d1155cf8d552ec2afbc7 +size 102594 diff --git a/kujiale_0037/Materials/BasicShapeMaterial.mdl b/kujiale_0037/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/kujiale_0037/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0037/Materials/MI_54213fb3254e415213ef0ffc_v2.mdl b/kujiale_0037/Materials/MI_54213fb3254e415213ef0ffc_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..655af76f0c660b8956a2c99679bd5b377a374bc7 --- /dev/null +++ b/kujiale_0037/Materials/MI_54213fb3254e415213ef0ffc_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_54213fb3254e415213ef0ffc_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0037/Materials/MI_5e1427225974ed0001417a72_v2.mdl b/kujiale_0037/Materials/MI_5e1427225974ed0001417a72_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..2945cbf5f338e8af59280ce502f71dd062a75bed --- /dev/null +++ b/kujiale_0037/Materials/MI_5e1427225974ed0001417a72_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5e1427225974ed0001417a72_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0037/Materials/MI_5e142722d849e10001d5fc49_v2.mdl b/kujiale_0037/Materials/MI_5e142722d849e10001d5fc49_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..18388704073ae18e7933eb5719e9c8632059d0a9 --- /dev/null +++ b/kujiale_0037/Materials/MI_5e142722d849e10001d5fc49_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5e142722d849e10001d5fc49_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0037/Materials/MI_5ff4287d17e93b0001b3b05d.mdl b/kujiale_0037/Materials/MI_5ff4287d17e93b0001b3b05d.mdl new file mode 100644 index 0000000000000000000000000000000000000000..6e799a64f1a704aa0170870a834b9a5f725157ad --- /dev/null +++ b/kujiale_0037/Materials/MI_5ff4287d17e93b0001b3b05d.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5ff4287d17e93b0001b3b05d( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0037/Materials/MI_5ff4287d5ea89f0001013f0f.mdl b/kujiale_0037/Materials/MI_5ff4287d5ea89f0001013f0f.mdl new file mode 100644 index 0000000000000000000000000000000000000000..9d9416edf6b2f7e0e4d2096fa3ab0835bf63a02b --- /dev/null +++ b/kujiale_0037/Materials/MI_5ff4287d5ea89f0001013f0f.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5ff4287d5ea89f0001013f0f( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0037/Materials/MI_60e81000c6ff5a0001f34e73.mdl b/kujiale_0037/Materials/MI_60e81000c6ff5a0001f34e73.mdl new file mode 100644 index 0000000000000000000000000000000000000000..d05614d76b53366c982ece7c0e8ac4b02cc5bf6c --- /dev/null +++ b/kujiale_0037/Materials/MI_60e81000c6ff5a0001f34e73.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_60e81000c6ff5a0001f34e73( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0037/Materials/M_BaseMaterial.mdl b/kujiale_0037/Materials/M_BaseMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ed00d16934cd045cadecb7db4bb5dd5ddc8dd3e7 --- /dev/null +++ b/kujiale_0037/Materials/M_BaseMaterial.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0037/Materials/M_BaseMaterial_twosided.mdl b/kujiale_0037/Materials/M_BaseMaterial_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..34a066551136042c8b515bc0777c0e436c62c466 --- /dev/null +++ b/kujiale_0037/Materials/M_BaseMaterial_twosided.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_twosided( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0037/Materials/M_BaseMaterial_v2.mdl b/kujiale_0037/Materials/M_BaseMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..154aecae651add78223e5fe6138f215211f152d3 --- /dev/null +++ b/kujiale_0037/Materials/M_BaseMaterial_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0037/Materials/M_BaseMaterial_v2_twosided.mdl b/kujiale_0037/Materials/M_BaseMaterial_v2_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7d90fc45fb437460e27004b226156b66a976f877 --- /dev/null +++ b/kujiale_0037/Materials/M_BaseMaterial_v2_twosided.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2_twosided( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0037/Materials/M_TranslucentMaterial.mdl b/kujiale_0037/Materials/M_TranslucentMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..0452d78794ea94cb1040fdf3244e688785b52118 --- /dev/null +++ b/kujiale_0037/Materials/M_TranslucentMaterial.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0037/Materials/M_TranslucentMaterial_v2.mdl b/kujiale_0037/Materials/M_TranslucentMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..6cef6519dd94a7d9f305169cecdb1d5512581737 --- /dev/null +++ b/kujiale_0037/Materials/M_TranslucentMaterial_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0037/Materials/OmniUe4Base.mdl b/kujiale_0037/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a441fbaf28040302c7aaabfbcf14b24a85bdf643 --- /dev/null +++ b/kujiale_0037/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/kujiale_0037/Materials/OmniUe4Function.mdl b/kujiale_0037/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..84f4f0da48ff31d03ee611373fe3a4d2e04c9079 --- /dev/null +++ b/kujiale_0037/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/kujiale_0037/Materials/OmniUe4Translucent.mdl b/kujiale_0037/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..483a83004b8f7d5bf820a7905d06ea2d7d5894af --- /dev/null +++ b/kujiale_0037/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/kujiale_0037/Materials/Textures/BlackPlaceholder.png b/kujiale_0037/Materials/Textures/BlackPlaceholder.png new file mode 100644 index 0000000000000000000000000000000000000000..cf498a3f19c07112845752ecd2523a666d8d13b5 --- /dev/null +++ b/kujiale_0037/Materials/Textures/BlackPlaceholder.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:b1fe09d073788819ad2747115939aac07b13e49213a790ddf57aae4cec4d5803 +size 110 diff --git a/kujiale_0037/Materials/Textures/DefaultDiffuse.png b/kujiale_0037/Materials/Textures/DefaultDiffuse.png new file mode 100644 index 0000000000000000000000000000000000000000..bd1d23e7e3f469dc8a3ba685ddd76d8d37810a22 --- /dev/null +++ b/kujiale_0037/Materials/Textures/DefaultDiffuse.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:2ee4a01a1731ecf55df4086f81d4be55d41d251522508fbd7da51b08cd4ac38c +size 2032125 diff --git a/kujiale_0037/Materials/Textures/DefaultNormal.png b/kujiale_0037/Materials/Textures/DefaultNormal.png new file mode 100644 index 0000000000000000000000000000000000000000..4766222ff2b9fd2f84566e64c2a3c709d27c6b4b --- /dev/null +++ b/kujiale_0037/Materials/Textures/DefaultNormal.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:b5c0e3a8cc3bc960467544a14b9d0b881c833b30316a67863cc5a42e5d3225df +size 2125916 diff --git 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::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float Local19 = math::lerp(0.0,0.5,Local12.y); + float Local20 = math::lerp(0.7,1.0,Local9.y); + float Local21 = math::lerp(Local20,1.0,0.0); + float Local22 = (Local21 * 1.0); + float Local23 = (Local19 + Local22); + float Local24 = math::min(math::max(Local23,0.0),1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local18,Local18,Local18); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Local24; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + 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https://git-lfs.github.com/spec/v1 +oid sha256:b3879e5b61c09754d494acf7b86ace15820a2dcb88597cf9ce8c519dc920033a +size 383351 diff --git a/kujiale_0037/kujiale_0037.usda b/kujiale_0037/kujiale_0037.usda new file mode 100644 index 0000000000000000000000000000000000000000..9650c5a985d9cc1f7caa06b44095459665f92d7b --- /dev/null +++ b/kujiale_0037/kujiale_0037.usda @@ -0,0 +1,2933 @@ +#usda 1.0 +( + customLayerData = { + dictionary cameraSettings = { + dictionary Front = { + double3 position = (500, 0, 0) + double radius = 5 + } + dictionary Perspective = { + double3 position = (2.0538494791841275, 3.566939549333989, 1.3996607071323557) + double3 target = (2.689296155513623, 1.2127255180063314, 1.3430729600528535) + } + dictionary Right = { + double3 position = (0, -500, 0) + double radius = 5 + } + dictionary Top = { + double3 position = (0, 0, 500) + double radius = 5 + } + string boundCamera = "/OmniverseKit_Persp" + } + dictionary omni_layer = { + string authoring_layer = "./kujiale_0037.usda" + } + dictionary renderSettings = { + double "rtx:post:tonemap:cm2Factor" = 2048 + double "rtx:post:tonemap:exposureTime" = 0.000016666666851961054 + double "rtx:post:tonemap:fNumber" = 2.799999952316284 + double "rtx:reflections:maxRoughness" = 1 + } + } + defaultPrim = "Root" + metersPerUnit = 1 + upAxis = "Z" +) + +def Xform "Root" +{ + def Scope "Meshes" + { + def Scope "kitchen_712" + { + def Xform "range_hood_0000" ( + prepend references = @./Meshes/range_hood_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 0.9631001, 1.0026) + double3 xformOp:translate = (0.9174102300273415, 7.144034179176795, 1.7617212128549675) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "basin_0000" ( + prepend references = @./Meshes/basin_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.3733229064589274, 8.125097610481927, 0.7472380485035975) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0000" ( + prepend references = @./Meshes/bathroom_product_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.38992963788384, 8.220138171843798, 1.0403931656037964) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "microwave_0000" ( + prepend references = @./Meshes/microwave_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0084, 1, 1.2857001) + double3 xformOp:translate = (3.7809749016096976, 8.066809387220243, 1.0804001152814646) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0000" ( + prepend references = @./Meshes/other_cooker_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.9572192840481664, 7.169180603010463, 0.8448352622928823) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0001" ( + prepend references = @./Meshes/other_cooker_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.7242583707172031, 7.933515259691952, 1.2349237095952033) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0002" ( + prepend references = @./Meshes/other_cooker_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.7315497791043005, 7.860681067172907, 1.2392310902784323) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0003" ( + prepend references = @./Meshes/other_cooker_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.7384406126529082, 7.803561537835299, 1.2476364708049514) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0004" ( + prepend references = @./Meshes/other_cooker_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.7172727868251281, 7.7344074564904535, 1.2127099761913418) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0000" ( + prepend references = @./Meshes/cabinet_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.0168, 1, 1) + double3 xformOp:translate = (0.9854978785312407, 7.149303048078625, 0.3981912876345297) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0012" ( + prepend references = @./Meshes/cabinet_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.37318266, 7.413604299999999, 1.2749994949999766) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0000" ( + prepend references = @./Meshes/curtain_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.5944, 0.9940001, 0.5457) + double3 xformOp:translate = (2.484239081689968, 8.375098749239037, 2.0263583031143386) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0006" ( + prepend references = @./Meshes/daily_equipment_0006.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.7269200068420528, 8.155916003009331, 1.1331552581698756) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0000" ( + prepend references = @./Meshes/kitchenware_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.5704984893798348, 8.105512626636743, 0.8727929105708726) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tooling_0000" ( + prepend references = @./Meshes/tooling_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.5308340377805296, 8.08333820536202, 0.905783316123812) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0003" ( + prepend references = @./Meshes/shelf_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.6970716514951625, 7.989063919095018, 1.3982011291621994) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bathroom_115" + { + def Xform "basin_0001" ( + prepend references = @./Meshes/basin_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-0.97620004, 1.2629001, 1) + double3 xformOp:translate = (-1.2232229856140153, 3.7881211729546465, 0.817583053315432) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0001" ( + prepend references = @./Meshes/bathroom_product_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-0.97620004, 1.2629001, 1) + double3 xformOp:translate = (-1.3889026133141011, 3.7884978767230457, 1.0510218486805822) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0002" ( + prepend references = @./Meshes/bathroom_product_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.3117001, 1.3076, 1) + double3 xformOp:translate = (-0.5508737159192065, 5.674990541945564, 1.099999255863133) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0003" ( + prepend references = @./Meshes/bathroom_product_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2922376521124839, 6.310120069242178, 1.2331453548410694) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0001" ( + prepend references = @./Meshes/cabinet_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-0.97620004, 1.2629001, 1) + double3 xformOp:translate = (-1.210799560564036, 3.790927253407848, 0.6209219586485445) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0004" ( + prepend references = @./Meshes/tray_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-0.97620004, 1.2629001, 1) + double3 xformOp:translate = (-1.1957894561414733, 3.3966342094353257, 0.8116996307366195) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cosmetic_0000" ( + prepend references = @./Meshes/cosmetic_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-0.97620004, 1.2629001, 1) + double3 xformOp:translate = (-1.2241309096663868, 3.3878578569336577, 0.9214370193466018) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cosmetic_0001" ( + prepend references = @./Meshes/cosmetic_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-0.97620004, 1.2629001, 1) + double3 xformOp:translate = (-1.0780010305421461, 3.3906896516413143, 0.9214352951051311) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cosmetic_0002" ( + prepend references = @./Meshes/cosmetic_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-0.97620004, 1.2629001, 1) + double3 xformOp:translate = (-1.0789915009526692, 3.3885369736495936, 0.8418268089305261) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cosmetic_0003" ( + prepend references = @./Meshes/cosmetic_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-0.97620004, 1.2629001, 1) + double3 xformOp:translate = (-1.2295908119801449, 3.389463657689583, 0.8418422698988195) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "mirror_0000" ( + prepend references = @./Meshes/mirror_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-0.97620004, 1.2629001, 1) + double3 xformOp:translate = (-1.4968755010768888, 3.786196289062117, 1.498617511474576) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0000" ( + prepend references = @./Meshes/daily_equipment_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-0.97620004, 1.2629001, 1) + double3 xformOp:translate = (-1.0959124755859375, 4.1742578125000005, 0.7744367558593439) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0001" ( + prepend references = @./Meshes/daily_equipment_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-0.97620004, 1.2629001, 1) + double3 xformOp:translate = (-1.2090792031205286, 4.145256534811652, 0.8159678573684861) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0002" ( + prepend references = @./Meshes/daily_equipment_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.4207035987801377, 4.980856415771492, 1.168914082309639) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0003" ( + prepend references = @./Meshes/daily_equipment_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.4247314188726643, 4.98006521740597, 1.1237128455331107) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0004" ( + prepend references = @./Meshes/daily_equipment_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.46642822265625, 4.6215966796875, 0.6139262332918783) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0005" ( + prepend references = @./Meshes/daily_equipment_0005.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.7617984466293217, 3.328246963696189, 1.104403854348319) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0000" ( + prepend references = @./Meshes/shelf_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.4315488115886124, 4.968077158390332, 1.0361016464229937) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0001" ( + prepend references = @./Meshes/shelf_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.4774607416721919, 4.6222471536702505, 0.6423635692759005) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0002" ( + prepend references = @./Meshes/shelf_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.7737162017880348, 3.2840404901524525, 1.2957941846773429) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "closestool_0000" ( + prepend references = @./Meshes/closestool_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.1947535829571925, 4.981776945278906, 0.2307767102906274) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bedroom_262" + { + def Xform "cabinet_0002" ( + prepend references = @./Meshes/cabinet_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 0.7547, 1) + double3 xformOp:translate = (-1.7724154245683368, -0.9581065048119928, 0.2324694554134844) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0004" ( + prepend references = @./Meshes/cabinet_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.8881565085384567, 0.4978712002264552, 0.23009341431212987) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0005" ( + prepend references = @./Meshes/cabinet_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.8881575766536911, -2.1654617770684665, 0.23009341431212987) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0007" ( + prepend references = @./Meshes/cabinet_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.3699, 0.9804001, 1.0549) + double3 xformOp:translate = (0.08640238073872751, 1.320489921020942, 1.2499990679510289) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0000" ( + prepend references = @./Meshes/painting_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.71290004, 0.71290004, 0.71290004) + double3 xformOp:translate = (1.088311767578125, -0.4414727783203125, 1.5695833837843516) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0001" ( + prepend references = @./Meshes/painting_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.71290004, 0.71290004, 0.71290004) + double3 xformOp:translate = (1.088311767578125, -1.202252197265625, 1.5695833837843516) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0016" ( + prepend references = @./Meshes/chandelier_0016.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.8808, 0.8808, 0.8808) + double3 xformOp:translate = (-0.4743080686924532, -0.9161806971313945, 2.1015485932906697) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0003" ( + prepend references = @./Meshes/flower_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.7325, 0.7325, 0.7325) + double3 xformOp:translate = (-1.6398306895995958, -2.1858319013403187, 0.6393694617070013) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0004" ( + prepend references = @./Meshes/flower_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 0.7547, 1) + double3 xformOp:translate = (-1.7436477996302586, -1.4994466466908325, 0.6580485338872778) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0002" ( + prepend references = @./Meshes/vase_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 0.7547, 1) + double3 xformOp:translate = (-1.754809114546286, -1.5211156538989559, 0.5865715217628329) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0007" ( + prepend references = @./Meshes/ornament_0007.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 0.7547, 1) + double3 xformOp:translate = (-1.741377583188632, -0.37238188190794147, 0.5829683648483476) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0003" ( + prepend references = @./Meshes/curtain_0003.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1938, 0.8559, 1.167) + double3 xformOp:translate = (-0.41725629569322337, -2.5631061341635437, 1.3655625154990776) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0004" ( + prepend references = @./Meshes/curtain_0004.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1938, 0.8559, 1.167) + double3 xformOp:translate = (-0.4464987357426435, -2.6400243564163297, 1.3689388761669028) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0000" ( + prepend references = @./Meshes/table_lamp_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.8902715759283706, 0.4782745819073705, 0.8596827428004308) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0001" ( + prepend references = @./Meshes/table_lamp_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.8974360351568862, -2.171925155641458, 0.8617521755455686) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0000" ( + prepend references = @./Meshes/book_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 0.7547, 1) + double3 xformOp:translate = (-1.7839642768165103, -1.5280793685968235, 0.4755077597733026) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0001" ( + prepend references = @./Meshes/book_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 0.7547, 1) + double3 xformOp:translate = (-1.7454054024948409, -0.37464840649341297, 0.5225695309644608) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0002" ( + prepend references = @./Meshes/book_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 0.7547, 1) + double3 xformOp:translate = (-1.7481194479334021, -0.3745635987378489, 0.5399389529222068) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0003" ( + prepend references = @./Meshes/book_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 0.7547, 1) + double3 xformOp:translate = (-1.7412590405489474, -0.358067550805852, 0.5028295807831935) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0004" ( + prepend references = @./Meshes/book_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 0.7547, 1) + double3 xformOp:translate = (-1.7501342571910856, -0.37524108886719826, 0.5398238291377635) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0005" ( + prepend references = @./Meshes/book_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 0.7547, 1) + double3 xformOp:translate = (-1.748926061777285, -0.3721364595168193, 0.47979093074744433) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0000" ( + prepend references = @./Meshes/television_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.7619, 0.7619, 0.7619) + double3 xformOp:translate = (-1.9044538972350653, -0.947454717683684, 1.1380407625710274) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0010" ( + prepend references = @./Meshes/pillow_0010.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 0.9152, 1) + double3 xformOp:translate = (0.6323481320545402, -0.8263429147422652, 0.6872348709178159) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0011" ( + prepend references = @./Meshes/pillow_0011.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 0.9152, 1) + double3 xformOp:translate = (0.8324484282178313, -1.295203231834555, 0.691505027740257) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0012" ( + prepend references = @./Meshes/pillow_0012.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 0.9152, 1) + double3 xformOp:translate = (0.8272994384647311, -0.3529916006279807, 0.6881598511231959) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0002" ( + prepend references = @./Meshes/bedding_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 0.9152, 1) + double3 xformOp:translate = (-0.16571403494009931, -0.8231328898268174, 0.37747982801513497) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0001" ( + prepend references = @./Meshes/bed_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 0.9152, 1) + double3 xformOp:translate = (0.0637321001634655, -0.8314258731097012, 0.5061041371894935) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0002" ( + prepend references = @./Meshes/bed_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071068, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 0.9152, 1) + double3 xformOp:translate = (-0.09153981384509688, -0.8539009077148465, 0.3525764120712506) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "livingroom_238" + { + def Xform "cabinet_0003" ( + prepend references = @./Meshes/cabinet_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 0.853, 1) + double3 xformOp:translate = (0.8680647837802351, 4.453167813745015, 0.45900944518852044) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0009" ( + prepend references = @./Meshes/cabinet_0009.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (-1, 0.7159, 0.9223) + double3 xformOp:translate = (3.869293022263162, 4.454529661175603, 1.199999874280971) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0002" ( + prepend references = @./Meshes/painting_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 0.853, 1) + double3 xformOp:translate = (0.6880645670604869, 4.349619171142583, 1.1384040333861993) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0003" ( + prepend references = @./Meshes/painting_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.3752, 1.3752, 1.0414) + double3 xformOp:translate = (5.394111328125, -1.4824755859375, 1.6865619792999829) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0000" ( + prepend references = @./Meshes/chair_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9135001, 0.9135001, 0.9135001) + double3 xformOp:translate = (2.0505352801368986, 5.385940859825698, 0.3639051514917401) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0001" ( + prepend references = @./Meshes/chair_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.9135001, 0.9135001, 0.9135001) + double3 xformOp:translate = (2.6062066632224763, 4.013258358924302, 0.3639051514917401) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0002" ( + prepend references = @./Meshes/chair_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.9135001, 0.9135001, 0.9135001) + double3 xformOp:translate = (2.0505352765037266, 4.013258358924302, 0.3639051514917401) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0003" ( + prepend references = @./Meshes/chair_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9135001, 0.9135001, 0.9135001) + double3 xformOp:translate = (2.6065350359962736, 5.395379336388198, 0.3639051514917401) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0000" ( + prepend references = @./Meshes/chandelier_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.4082, 0.4082, 0.4082) + double3 xformOp:translate = (3.435047184204009, -1.3171394963615466, 1.9539364106920514) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0002" ( + prepend references = @./Meshes/chandelier_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.7417, 0.7417, 0.7417) + double3 xformOp:translate = (2.0226259695848547, 4.5794288264870735, 2.1247603977909533) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0003" ( + prepend references = @./Meshes/chandelier_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.7417, 0.7417, 0.7417) + double3 xformOp:translate = (2.1359903705170216, 4.708178572528808, 2.4697370634363938) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0004" ( + prepend references = @./Meshes/chandelier_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.7417, 0.7417, 0.7417) + double3 xformOp:translate = (2.869753101060672, 4.578193137888504, 2.3782415384182354) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0005" ( + prepend references = @./Meshes/chandelier_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.7417, 0.7417, 0.7417) + double3 xformOp:translate = (2.709733882056893, 4.482117151965626, 2.299540075954685) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0006" ( + prepend references = @./Meshes/chandelier_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.7417, 0.7417, 0.7417) + double3 xformOp:translate = (2.434047683462281, 4.782324361928608, 2.4394794245848423) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0007" ( + prepend references = @./Meshes/chandelier_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.7417, 0.7417, 0.7417) + double3 xformOp:translate = (2.278853568446558, 4.663430962392723, 2.3084416295378993) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0008" ( + prepend references = @./Meshes/chandelier_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.7417, 0.7417, 0.7417) + double3 xformOp:translate = (2.494689061968501, 4.512218952584553, 2.3493678021056303) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0009" ( + prepend references = @./Meshes/chandelier_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.7417, 0.7417, 0.7417) + double3 xformOp:translate = (2.2436297949009716, 4.518692870911248, 2.405800338540532) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0010" ( + prepend references = @./Meshes/chandelier_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.7417, 0.7417, 0.7417) + double3 xformOp:translate = (2.5836614051865774, 4.641089972862013, 2.4015779727784135) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0011" ( + prepend references = @./Meshes/chandelier_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.7417, 0.7417, 0.7417) + double3 xformOp:translate = (2.7460326815559943, 4.734720384886146, 2.4219806568570834) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0012" ( + prepend references = @./Meshes/chandelier_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.9257835525340647, 1.463463079452423, 2.5981595476626356) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0013" ( + prepend references = @./Meshes/chandelier_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.1641673408543913, 1.463463079452423, 2.5989016745582876) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0014" ( + prepend references = @./Meshes/chandelier_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.9131480541229229, 2.4933434512526818, 2.598692155334637) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0015" ( + prepend references = @./Meshes/chandelier_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.142670759248732, 2.4635241146086733, 2.5970160455449554) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0000" ( + prepend references = @./Meshes/flower_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.4024666794724308, 4.677013034353678, 1.0527493132204735) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0001" ( + prepend references = @./Meshes/flower_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 0.7775, 0.8377) + double3 xformOp:translate = (1.5005218608839632, -0.6250338256175024, 0.5291407967901023) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0002" ( + prepend references = @./Meshes/flower_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.877100485997493, 0.5745945183443549, 0.6312707901076927) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0005" ( + prepend references = @./Meshes/flower_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 0.853, 1) + double3 xformOp:translate = (0.9019330420698214, 3.9457892190033146, 1.081153213357344) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0006" ( + prepend references = @./Meshes/flower_0006.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 0.853, 1) + double3 xformOp:translate = (0.776257447289264, 4.88306344635915, 1.2591785921989218) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0000" ( + prepend references = @./Meshes/vase_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.336184347152605, 4.698835353858702, 0.8651705510271533) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0001" ( + prepend references = @./Meshes/vase_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 0.7775, 0.8377) + double3 xformOp:translate = (1.4811385706716536, -0.6083063181532872, 0.46322534846509567) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0003" ( + prepend references = @./Meshes/vase_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 0.853, 1) + double3 xformOp:translate = (0.8997555555180522, 3.989667686458477, 0.9955300750763844) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0004" ( + prepend references = @./Meshes/vase_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 0.853, 1) + double3 xformOp:translate = (0.7795221207580519, 4.779982554928501, 1.0189685745337043) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0000" ( + prepend references = @./Meshes/tablecloth_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.0145395068930365, 4.954106496706358, 0.8038505779305758) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0001" ( + prepend references = @./Meshes/tablecloth_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.0230399550966744, 4.949116973889552, 0.77640125622069) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0002" ( + prepend references = @./Meshes/tablecloth_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.0058910788999342, 4.505177768693407, 0.7763733698235676) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0003" ( + prepend references = @./Meshes/tablecloth_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.0143902455052425, 4.510167467050538, 0.8038498493101723) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0004" ( + prepend references = @./Meshes/tablecloth_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.6960092334557912, 4.954105344668058, 0.8038501392401565) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0005" ( + prepend references = @./Meshes/tablecloth_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.7045096816591747, 4.949116954816065, 0.7763281036774856) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0006" ( + prepend references = @./Meshes/tablecloth_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.687360794018342, 4.505177757249316, 0.7763852182734511) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0007" ( + prepend references = @./Meshes/tablecloth_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.6958600788793223, 4.510167619638358, 0.803850192632986) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0000" ( + prepend references = @./Meshes/bowl_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.7067308959960927, 4.912493818368118, 0.758917937835587) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0001" ( + prepend references = @./Meshes/bowl_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.6851391716003423, 4.4685550231554565, 0.7589176632716943) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0002" ( + prepend references = @./Meshes/bowl_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.003669303894041, 4.4685527630421715, 0.7589178043960412) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0003" ( + prepend references = @./Meshes/bowl_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.0252612400054932, 4.912490118085885, 0.758918215285059) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0000" ( + prepend references = @./Meshes/ornament_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.698320724487238, 4.908939601898618, 0.7329709221689769) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0001" ( + prepend references = @./Meshes/ornament_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.6935469322205257, 4.464998592377125, 0.7329713737337634) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0002" ( + prepend references = @./Meshes/ornament_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.01207842636115, 4.464998630524097, 0.7329699131815441) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0003" ( + prepend references = @./Meshes/ornament_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.016852218627863, 4.908939113617361, 0.7329704830019477) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0004" ( + prepend references = @./Meshes/ornament_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.767110986366516, 0.7419675898311854, 0.6429330059980097) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0005" ( + prepend references = @./Meshes/ornament_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.739575916060828, 0.8119154898163745, 0.6167495514863519) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0006" ( + prepend references = @./Meshes/ornament_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.9380933651012935, 0.7551417124605204, 0.8096081044429697) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0008" ( + prepend references = @./Meshes/ornament_0008.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 0.853, 1) + double3 xformOp:translate = (0.9045649017719448, 4.10513585473047, 0.9713566665657487) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0009" ( + prepend references = @./Meshes/ornament_0009.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 0.853, 1) + double3 xformOp:translate = (0.8235723270244977, 4.0574511184687285, 0.9954854621912255) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0016" ( + prepend references = @./Meshes/ornament_0016.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.5377802408219936, -1.0466192461906776, 0.6813002133381305) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0017" ( + prepend references = @./Meshes/ornament_0017.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.4217907434322865, -0.28680924265287255, 0.46058301973461474) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0018" ( + prepend references = @./Meshes/ornament_0018.usd@ + ) + { + quatf xformOp:orient = (0.8660254, -0, 0, -0.5) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.4447952220757352, -0.8505876376262979, 0.572529073828707) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0019" ( + prepend references = @./Meshes/ornament_0019.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.583341615679842, -2.082963093078317, 0.46546660345612345) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0020" ( + prepend references = @./Meshes/ornament_0020.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.587456361102006, -2.1381560939218422, 0.4445824100357133) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0021" ( + prepend references = @./Meshes/ornament_0021.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.3622941135368565, -2.2089195990250934, 0.6369169132095414) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0022" ( + prepend references = @./Meshes/ornament_0022.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.5388062118578432, -2.288792192191563, 0.5799860584121782) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0023" ( + prepend references = @./Meshes/ornament_0023.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.5446724104475251, -2.439234695238407, 0.5321295205932695) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0024" ( + prepend references = @./Meshes/ornament_0024.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 0.853, 1) + double3 xformOp:translate = (0.904564900000002, 4.851941595999342, 0.9713566652878305) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0000" ( + prepend references = @./Meshes/tray_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.6959350585937503, 4.90775390625, 0.7227430202598258) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0001" ( + prepend references = @./Meshes/tray_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.6959350585937503, 4.4638134765625, 0.7227430202598258) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0002" ( + prepend references = @./Meshes/tray_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.01446533203125, 4.4638134765625, 0.7227430202598258) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0003" ( + prepend references = @./Meshes/tray_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.01446533203125, 4.90775390625, 0.7227430202598258) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0005" ( + prepend references = @./Meshes/tray_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 0.853, 1) + double3 xformOp:translate = (0.8770101077687366, 4.404086753956602, 0.6686270345317802) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0000" ( + prepend references = @./Meshes/chopstick_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.7854197618961307, 4.460317405700902, 0.7415524603876088) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0001" ( + prepend references = @./Meshes/chopstick_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.774504405975306, 4.460420642852939, 0.7415441601509625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0002" ( + prepend references = @./Meshes/chopstick_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.0930359001159307, 4.460420642852939, 0.7415441601509625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0003" ( + prepend references = @./Meshes/chopstick_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.1039500353336313, 4.460317363739232, 0.7415524603876088) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0004" ( + prepend references = @./Meshes/chopstick_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.9249805202483776, 4.904257640838912, 0.7415526557797771) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0005" ( + prepend references = @./Meshes/chopstick_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.6064502468108777, 4.904257640838912, 0.7415526557797771) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0006" ( + prepend references = @./Meshes/chopstick_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.9358945753574341, 4.904357013702488, 0.7415440859350112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0007" ( + prepend references = @./Meshes/chopstick_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.617363081216809, 4.904357036590673, 0.7415440859350112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "dining_table_0000" ( + prepend references = @./Meshes/dining_table_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.355200592051135, 4.695653167717971, 0.3602213475333752) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0000" ( + prepend references = @./Meshes/table_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 0.7775, 0.8377) + double3 xformOp:translate = (1.5258590993655383, -1.544710814638072, 0.2049769864633902) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0001" ( + prepend references = @./Meshes/table_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.875511634821129, 0.7146712721787206, 0.29204587145936844) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0002" ( + prepend references = @./Meshes/table_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.5446687536054013, -0.9237872379830658, 0.12561423158764212) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0005" ( + prepend references = @./Meshes/curtain_0005.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.6278, 0.8559, 1.167) + double3 xformOp:translate = (3.366704856127881, -3.494790704476044, 1.3655625154990776) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0006" ( + prepend references = @./Meshes/curtain_0006.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.6278, 0.8559, 1.167) + double3 xformOp:translate = (3.3268312232424795, -3.5717064853225797, 1.3689388761669028) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0007" ( + prepend references = @./Meshes/daily_equipment_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (-1, 0.7159, 0.9223) + double3 xformOp:translate = (3.898220665622245, 4.213798736601241, 1.4419982505501376) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0008" ( + prepend references = @./Meshes/daily_equipment_0008.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (-1, 0.7159, 0.9223) + double3 xformOp:translate = (3.8904788731775994, 3.722429319914845, 1.3637143535838525) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0009" ( + prepend references = @./Meshes/daily_equipment_0009.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (-1, 0.7159, 0.9223) + double3 xformOp:translate = (3.917105610944261, 4.623956049609537, 0.8552501299844939) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0017" ( + prepend references = @./Meshes/book_0017.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (-1, 0.7159, 0.9223) + double3 xformOp:translate = (3.9301587599140495, 4.643299666655359, 0.973713815447945) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0018" ( + prepend references = @./Meshes/book_0018.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.757824199882193, -1.355104236732974, 0.300665226460689) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0019" ( + prepend references = @./Meshes/book_0019.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.4164721342276945, -0.2895277180593861, 0.34118922090648973) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0020" ( + prepend references = @./Meshes/book_0020.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.4160864930182377, -0.2803697285621254, 0.3019077267658647) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0021" ( + prepend references = @./Meshes/book_0021.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.5466571100846596, -2.407358635730391, 0.4190969135147172) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0022" ( + prepend references = @./Meshes/book_0022.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.5466572588769598, -2.405788387126572, 0.39218790167389683) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0000" ( + prepend references = @./Meshes/plate_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 0.853, 1) + double3 xformOp:translate = (0.8770101968922768, 4.4197129056108135, 0.6786154860753559) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0001" ( + prepend references = @./Meshes/plate_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 0.853, 1) + double3 xformOp:translate = (0.8770098787194698, 4.404085098183356, 0.6750441987078504) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0002" ( + prepend references = @./Meshes/plate_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.737311419899155, -0.666690781019438, 0.3160077252399858) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0001" ( + prepend references = @./Meshes/television_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8635, 0.8635, 0.8635) + double3 xformOp:translate = (1.36070110903381, -1.5653216050022305, 1.4018220069645704) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0005" ( + prepend references = @./Meshes/pillow_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (5.108960845035391, -1.1883204000538974, 0.7235080068457536) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0006" ( + prepend references = @./Meshes/pillow_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (5.222828376430848, -1.0309352725940417, 0.7224359741210514) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0007" ( + prepend references = @./Meshes/pillow_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (5.083569517809385, -1.8614402928893707, 0.6658279800654041) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0008" ( + prepend references = @./Meshes/pillow_0008.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (5.036613219566507, -2.2534954372435245, 0.6818038483224237) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0009" ( + prepend references = @./Meshes/pillow_0009.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (4.832591613152204, -2.842636162247394, 0.7183518600377644) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0013" ( + prepend references = @./Meshes/pillow_0013.usd@ + ) + { + quatf xformOp:orient = (0.9961947, -0, 0, -0.08715562) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (5.03661322, -0.32986397579082194, 0.6818038381894281) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_decoration_0000" ( + prepend references = @./Meshes/wall_decoration_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.6992595233943234, 5.048939987174295, 1.9423862151960236) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0000" ( + prepend references = @./Meshes/sofa_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (4.427590116203404, -1.4944123177284092, 0.4393008613670435) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0000" ( + prepend references = @./Meshes/storage_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (-1, 0.7159, 0.9223) + double3 xformOp:translate = (3.854598447921057, 3.958112533559413, 2.251091731727694) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0001" ( + prepend references = @./Meshes/storage_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (-1, 0.7159, 0.9223) + double3 xformOp:translate = (3.854647342990942, 4.3892924728450975, 0.40712670930194295) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0002" ( + prepend references = @./Meshes/storage_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (-1, 0.7159, 0.9223) + double3 xformOp:translate = (3.854647926825643, 3.779576988221304, 0.17613357092342996) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0003" ( + prepend references = @./Meshes/storage_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (-1, 0.7159, 0.9223) + double3 xformOp:translate = (3.854597284539136, 4.2707618102925435, 2.250892912861823) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0000" ( + prepend references = @./Meshes/spot_light_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.457654740787113, 2.474924880305824, 2.506616112242889) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0001" ( + prepend references = @./Meshes/spot_light_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.110667650617403, 2.4749248726420308, 2.5066161169630137) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0002" ( + prepend references = @./Meshes/spot_light_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.661678640431662, 2.47492487, 2.5066160965198976) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bedroom_833130626" + { + def Xform "cabinet_0006" ( + prepend references = @./Meshes/cabinet_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.2778001, 1.8197, 1) + double3 xformOp:translate = (-4.27008722770383, 1.320490760851717, 1.2499994999999688) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0008" ( + prepend references = @./Meshes/cabinet_0008.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8153, 0.8153, 1) + double3 xformOp:translate = (-2.3608035654415875, -0.829297959891309, 0.25152284240455747) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0010" ( + prepend references = @./Meshes/cabinet_0010.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 0.8513, 1) + double3 xformOp:translate = (-5.186301781977685, -2.20263366673946, 0.25367754717994556) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0011" ( + prepend references = @./Meshes/cabinet_0011.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-1, 0.8513, 1) + double3 xformOp:translate = (-5.186301782269618, 0.655322876221123, 0.25367754717994556) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0001" ( + prepend references = @./Meshes/chandelier_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.719994232201259, -0.6784017181047637, 2.0130209989631545) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0010" ( + prepend references = @./Meshes/ornament_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.2778001, 1.8197, 1) + double3 xformOp:translate = (-3.732299907293019, 1.287952447099808, 0.9499814342956757) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0011" ( + prepend references = @./Meshes/ornament_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.2778001, 1.8197, 1) + double3 xformOp:translate = (-5.169148684000097, 1.218421663575175, 2.150650169542519) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0012" ( + prepend references = @./Meshes/ornament_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.2778001, 1.8197, 1) + double3 xformOp:translate = (-4.261662417582121, 1.234380208341779, 0.9299927749831617) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0013" ( + prepend references = @./Meshes/ornament_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.2778001, 1.8197, 1) + double3 xformOp:translate = (-3.341764157229026, 1.3090234566162031, 0.9577063141212143) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0014" ( + prepend references = @./Meshes/ornament_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.2778001, 1.8197, 1) + double3 xformOp:translate = (-5.098791095838195, 1.358410924854025, 0.9456393811479661) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0015" ( + prepend references = @./Meshes/ornament_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.2778001, 1.8197, 1) + double3 xformOp:translate = (-5.180338437010874, 1.309665634418525, 1.3638654785191284) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_lamp_0000" ( + prepend references = @./Meshes/floor_lamp_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.3108001, 1.3108001, 1.3108001) + double3 xformOp:translate = (-2.5961045566890735, -2.025555573070492, 0.8750950587374701) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0001" ( + prepend references = @./Meshes/curtain_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2971001, 0.8559, 1.167) + double3 xformOp:translate = (-3.7902403413710726, -2.5631061341635437, 1.3655625154990776) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0002" ( + prepend references = @./Meshes/curtain_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2971001, 0.8559, 1.167) + double3 xformOp:translate = (-3.8220145989251613, -2.6400243564163297, 1.3689388761669028) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0002" ( + prepend references = @./Meshes/table_lamp_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.655, 0.655, 0.655) + double3 xformOp:translate = (-5.1891686425647645, 0.6496952757549133, 0.781464894961185) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0003" ( + prepend references = @./Meshes/table_lamp_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.655, 0.655, 0.655) + double3 xformOp:translate = (-5.1891686425647645, -2.209621740846649, 0.7813762413967319) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0006" ( + prepend references = @./Meshes/book_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.2778001, 1.8197, 1) + double3 xformOp:translate = (-4.463847103957853, 1.3036967173544962, 0.8748773801103734) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0007" ( + prepend references = @./Meshes/book_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.2778001, 1.8197, 1) + double3 xformOp:translate = (-4.463848391483187, 1.3039277666659472, 0.8735500933691825) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0008" ( + prepend references = @./Meshes/book_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.2778001, 1.8197, 1) + double3 xformOp:translate = (-4.46384732978977, 1.3036959984052738, 0.8672232189992786) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0009" ( + prepend references = @./Meshes/book_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.2778001, 1.8197, 1) + double3 xformOp:translate = (-4.463541584253758, 1.3090605125212824, 0.8606947788809223) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0010" ( + prepend references = @./Meshes/book_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.2778001, 1.8197, 1) + double3 xformOp:translate = (-5.226991847094864, 1.2631442014086633, 0.9105084683528663) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0011" ( + prepend references = @./Meshes/book_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.2778001, 1.8197, 1) + double3 xformOp:translate = (-5.265525771749431, 1.2906756958556798, 0.9337819366452105) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0012" ( + prepend references = @./Meshes/book_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.2778001, 1.8197, 1) + double3 xformOp:translate = (-5.352557290451854, 1.2867670730396048, 0.9550101776120468) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0013" ( + prepend references = @./Meshes/book_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.2778001, 1.8197, 1) + double3 xformOp:translate = (-5.3250291786418655, 1.289909470917405, 0.9573503761240465) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0014" ( + prepend references = @./Meshes/book_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.2778001, 1.8197, 1) + double3 xformOp:translate = (-5.309164783460082, 1.2865805715266516, 0.9489722938543437) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0015" ( + prepend references = @./Meshes/book_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.2778001, 1.8197, 1) + double3 xformOp:translate = (-5.296522274987381, 1.2939479174468944, 0.9543790016175273) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0016" ( + prepend references = @./Meshes/book_0016.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.2778001, 1.8197, 1) + double3 xformOp:translate = (-5.285903217949672, 1.2872679241294553, 0.9534461898802) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0002" ( + prepend references = @./Meshes/television_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.69990003, 0.69990003, 0.69990003) + double3 xformOp:translate = (-2.1755198620896157, -0.8260621184948194, 1.0456019971232955) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0000" ( + prepend references = @./Meshes/pillow_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.824219662312463, -0.7741047324695489, 0.5827395630053618) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0001" ( + prepend references = @./Meshes/pillow_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.0112938165252805, -0.4240564197003316, 0.6045849607236715) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0002" ( + prepend references = @./Meshes/pillow_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.013861422418539, -1.1010302005001962, 0.6039666478111899) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0003" ( + prepend references = @./Meshes/pillow_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.205658187737014, -0.32560119498199336, 0.6360297546429569) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0004" ( + prepend references = @./Meshes/pillow_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.205658260216255, -1.1711239458364469, 0.6365790786867871) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0000" ( + prepend references = @./Meshes/bedding_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.5717060117834114, -0.7244348091577254, 0.3090956145074329) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0001" ( + prepend references = @./Meshes/bedding_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.9125612734550317, -0.7939396044171159, 0.26459857534317105) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0000" ( + prepend references = @./Meshes/bed_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.364921198098091, -0.7667953190820548, 0.5041786534505655) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0000" ( + prepend references = @./Meshes/picture_frame_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.2778001, 1.8197, 1) + double3 xformOp:translate = (-4.455852292715857, 1.2849264678083068, 0.9553434391325104) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "wall" + { + def Xform "wall_0000" ( + prepend references = @./Meshes/wall_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-1.5311002, 1, 1) + double3 xformOp:translate = (1.352633942757854, -0.8631085260049554, 1.279999499999969) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0001" ( + prepend references = @./Meshes/wall_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.0906, 0.6842, 1) + double3 xformOp:translate = (-5.405636370909983, -0.822323475270295, 1.349279102050675) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0002" ( + prepend references = @./Meshes/wall_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.21929512, -2.83141998, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0003" ( + prepend references = @./Meshes/wall_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-5.53, -0.535215, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0004" ( + prepend references = @./Meshes/wall_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.25255005, 2.5231599399999998, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0005" ( + prepend references = @./Meshes/wall_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.55131001, 5.8938650500000005, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0006" ( + prepend references = @./Meshes/wall_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.3506200000000002, 3.21352997, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0007" ( + prepend references = @./Meshes/wall_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.21730999, -0.99515999, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0008" ( + prepend references = @./Meshes/wall_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.64873993, 5.18367493, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0009" ( + prepend references = @./Meshes/wall_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.15339516, 1.7668900300000001, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0010" ( + prepend references = @./Meshes/wall_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.04185997, -0.535215, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0011" ( + prepend references = @./Meshes/wall_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.37319042, 6.31533997, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0012" ( + prepend references = @./Meshes/wall_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.37319042, 8.5201001, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0013" ( + prepend references = @./Meshes/wall_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.3766051499999996, -3.7631100500000003, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0014" ( + prepend references = @./Meshes/wall_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.8625351000000006, 1.21141003, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0015" ( + prepend references = @./Meshes/wall_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.19506989, 4.86280506, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0016" ( + prepend references = @./Meshes/wall_0016.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.61166546, 7.02791992, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0017" ( + prepend references = @./Meshes/wall_0017.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (5.53, -1.27584999, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "ceiling" + { + def Xform "ceiling_0000" ( + prepend references = @./Meshes/ceiling_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1996, 1.3197, 0.6161) + double3 xformOp:translate = (3.3733553988565643, -1.1730614993791155, 2.6999184002093743) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0001" ( + prepend references = @./Meshes/ceiling_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.806, 1.1033, 0.6161) + double3 xformOp:translate = (2.373085579595954, 4.675738141040825, 2.6999184002093743) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0002" ( + prepend references = @./Meshes/ceiling_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1147, 1.0488, 0.6161) + double3 xformOp:translate = (-3.7926275934056206, -0.46288519588181154, 2.6999184002093735) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0003" ( + prepend references = @./Meshes/ceiling_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1108, 0.97360003, 0.6161) + double3 xformOp:translate = (-0.41490823295838253, -0.45987158909190895, 2.6999184002093743) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0004" ( + prepend references = @./Meshes/ceiling_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.9511001, 0.2669, 1.6667001) + double3 xformOp:translate = (0.47115570068359375, 2.51882080078125, 2.699999166649913) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0005" ( + prepend references = @./Meshes/ceiling_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.74250007, 0.1646, 1.6667001) + double3 xformOp:translate = (2.70718994140625, 1.492435302734375, 2.699999166649913) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0006" ( + prepend references = @./Meshes/ceiling_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.5922, 1.0079, 1) + double3 xformOp:translate = (-0.5516635694579918, 5.093677210110946, 2.5232566230076667) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0007" ( + prepend references = @./Meshes/ceiling_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.5922, 1.0079, 1) + double3 xformOp:translate = (-0.6408080509716513, 4.943026382667598, 2.513632725403119) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0008" ( + prepend references = @./Meshes/ceiling_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0352, 0.5442, 0.5936) + double3 xformOp:translate = (2.3731915498046785, 7.420672797339967, 2.4697283401160552) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0009" ( + prepend references = @./Meshes/ceiling_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.55166358, 5.09367488, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0010" ( + prepend references = @./Meshes/ceiling_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.13872365, 1.27611818, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0011" ( + prepend references = @./Meshes/ceiling_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.41227344000000005, -0.53521632, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0012" ( + prepend references = @./Meshes/ceiling_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.3731919300000004, 7.4206715, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0013" ( + prepend references = @./Meshes/ceiling_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.7888779899999996, -0.53521601, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0014" ( + prepend references = @./Meshes/ceiling_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 2.37554993, 2.85) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "floor" + { + def Xform "floor_0000" ( + prepend references = @./Meshes/floor_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 2.37554993, -0.30000500000023755) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0001" ( + prepend references = @./Meshes/floor_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.13872365, 1.27611818, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0002" ( + prepend references = @./Meshes/floor_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.7888779899999996, -0.53521632, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0003" ( + prepend references = @./Meshes/floor_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.41227344000000005, -0.53521632, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0004" ( + prepend references = @./Meshes/floor_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.55166358, 5.09367488, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0005" ( + prepend references = @./Meshes/floor_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.3731919300000004, 7.4206715, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "other" + { + def Xform "doorsill_0000" ( + prepend references = @./Meshes/doorsill_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.6384504800000004, 1.7668912, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0001" ( + prepend references = @./Meshes/doorsill_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.01909, 3.21942742, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0002" ( + prepend references = @./Meshes/doorsill_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.20097333, 2.33731205, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0003" ( + prepend references = @./Meshes/doorsill_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.56541001, 6.3212427700000005, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0004" ( + prepend references = @./Meshes/doorsill_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.42185753, 1.76689114, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0000" ( + prepend references = @./Meshes/window_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.44890892000000004, 7.07747927, 1.6499995299999763) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0001" ( + prepend references = @./Meshes/window_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.48097413, 8.48215701, 1.4999995299999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0002" ( + prepend references = @./Meshes/window_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.4158975099999997, -3.7736563100000002, 1.3999995099999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0003" ( + prepend references = @./Meshes/window_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.7908975199999997, -2.84197392, 1.3999995099999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0004" ( + prepend references = @./Meshes/window_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.42185902, -2.83267375, 1.3999995099999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "door_0000" ( + prepend references = @./Meshes/door_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.5654096500000003, 6.32124268, 1.0559995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0000" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "physics_constraint_0003" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + + over "group_0003" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0001" ( + prepend references = @./Meshes/door_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.01908985, 3.2416859899999997, 1.0704995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0001" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0002" ( + prepend references = @./Meshes/door_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.63845104, 1.7393769000000001, 1.0779995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0002" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0003" ( + prepend references = @./Meshes/door_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.4218589700000002, 1.73715641, 1.0779995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0003" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0004" ( + prepend references = @./Meshes/door_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.18431026, 2.3373119399999998, 1.0679994929999768) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0004" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + } + } + } + } + } + + def "Rendering" + { + def "Lights" + { + def DistantLight "DirectionalLight" + { + float angle = 0.5357 + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + color3f color = (1, 1, 1) + float colorTemperature = 6500 + bool enableColorTemperature = 0 + float inputs:angle = 1 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 1989.4366 + bool inputs:normalize = 0 + float inputs:specular = 1 + float intensity = 1989.4366 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DistantLight" + uniform token purpose = "default" + token visibility = "inherited" + bool visibleInPrimaryRay = 0 + quatd xformOp:orient = (0.799517652931152, 0.545443104759476, -0.12405512507001441, -0.21880052117321053) + double3 xformOp:scale = (2.5, 2.5, 2.5) + double3 xformOp:translate = (2.6023959289566037, -0.8959450456832497, 1.6655837232654083) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def DomeLight "DomeLight" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float guideRadius = 100000 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 1000 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 1 + asset inputs:texture:file = @./limpopo_golf_course_4k.hdr@ + token inputs:texture:format = "latlong" + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DomeLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0, 0, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def RectLight "RectLight" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float3[] extent = [(-50, -50, -0), (50, 50, 0)] + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 1 + float inputs:height = 1 + float inputs:intensity = 2000 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 0 + asset inputs:texture:file + float inputs:width = 1 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "RectLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (0.7071067811865475, 0.7071067811865476, 0, 0) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.316719026933758, -3.680101305677407, 1.3989102750670028) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } +} + diff --git a/kujiale_0037/limpopo_golf_course_4k.hdr b/kujiale_0037/limpopo_golf_course_4k.hdr new file mode 100644 index 0000000000000000000000000000000000000000..69a8064f5ce4ae974f68c4a95a85731b92b82c23 --- /dev/null +++ b/kujiale_0037/limpopo_golf_course_4k.hdr @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d8c4f77cd64dae23dc7cc32665b6bcbc370716d3c99e255bf9359b6225862f36 +size 26179131 diff --git a/kujiale_0037/rooms.json b/kujiale_0037/rooms.json new file mode 100644 index 0000000000000000000000000000000000000000..634d4835f59cad0b3001591bdc9c83de819d0ee1 --- /dev/null +++ b/kujiale_0037/rooms.json @@ -0,0 +1 @@ +[{"room_type": "living room", "polygon": [[-3.1384509277343753, 1.8868912353515626], [-2.0418590087890625, 1.8868912353515626], [1.3373121337890626, 1.8868912353515626], [1.3373121337890626, -2.83732373046875], [1.3373121337890626, -3.64900634765625], [5.4158974609375, -3.64900634765625], [5.4158974609375, 1.0973121337890626], [4.0809736328125, 1.0973121337890626], [4.0809736328125, 6.20124267578125], [0.66541015625, 6.20124267578125], [0.66541015625, 3.159427490234375], [-1.6487371826171875, 3.159427490234375], [-3.1384509277343753, 3.159427490234375]]}, {"room_type": "bedroom", "polygon": [[-2.16185888671875, -2.71732373046875], [-2.16185888671875, 1.6468912353515626], [-3.258450927734375, 1.6468912353515626], [-5.4158974609375, 1.6468912353515626], [-5.4158974609375, -2.71732373046875]]}, {"room_type": "bedroom", "polygon": [[1.0973121337890626, 1.6468912353515626], [-1.9218590087890626, 1.6468912353515626], [-1.9218590087890626, -2.71732373046875], [1.0973121337890626, -2.71732373046875]]}, {"room_type": "bathroom", "polygon": [[0.42541015625, 6.32124267578125], [0.42541015625, 6.84375], [0.42541015625, 6.9079228515625], [-1.5287371826171876, 6.9079228515625], [-1.5287371826171876, 3.279427490234375], [0.42541015625, 3.279427490234375]]}, {"room_type": "kitchen", "polygon": [[0.66541015625, 6.84375], [0.66541015625, 6.44124267578125], [4.0809736328125, 6.44124267578125], [4.0809736328125, 8.4001005859375], [0.66541015625, 8.4001005859375], [0.66541015625, 7.0279228515625]]}] \ No newline at end of file diff --git a/kujiale_0038/.thumbs/256x256/kujiale_0038.usda.png b/kujiale_0038/.thumbs/256x256/kujiale_0038.usda.png new file mode 100644 index 0000000000000000000000000000000000000000..0661cea91e38dbdc7f6aea955f4f85c6bcb54ffb --- /dev/null +++ b/kujiale_0038/.thumbs/256x256/kujiale_0038.usda.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:91a9e3e60e5e3687714b285cab6fc96a8b5383a994602cf90647979c5bd58c1c +size 108850 diff --git a/kujiale_0038/Materials/BasicShapeMaterial.mdl b/kujiale_0038/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/kujiale_0038/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0038/Materials/MI_5a26001d5d6eff25f8477b6e_v2.mdl b/kujiale_0038/Materials/MI_5a26001d5d6eff25f8477b6e_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a6f0d2182b9e81b7dab063bd94ca38f99a4636eb --- /dev/null +++ b/kujiale_0038/Materials/MI_5a26001d5d6eff25f8477b6e_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5a26001d5d6eff25f8477b6e_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0038/Materials/MI_5a3d26bc52b61460220a9c39_v2.mdl b/kujiale_0038/Materials/MI_5a3d26bc52b61460220a9c39_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..701eaa9e5570d5637c963451b13d30bedecef00c --- /dev/null +++ b/kujiale_0038/Materials/MI_5a3d26bc52b61460220a9c39_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5a3d26bc52b61460220a9c39_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0038/Materials/MI_5b01b949ed99464e7a94b873.mdl b/kujiale_0038/Materials/MI_5b01b949ed99464e7a94b873.mdl new file mode 100644 index 0000000000000000000000000000000000000000..0f89ffb85bb75322642663310367eb10113ee393 --- /dev/null +++ b/kujiale_0038/Materials/MI_5b01b949ed99464e7a94b873.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5b01b949ed99464e7a94b873( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0038/Materials/MI_5b01b949ed99464e7a94b878.mdl b/kujiale_0038/Materials/MI_5b01b949ed99464e7a94b878.mdl new file mode 100644 index 0000000000000000000000000000000000000000..34ff58eabd6c22f2bd4fa4d26896b13c2589fec8 --- /dev/null +++ b/kujiale_0038/Materials/MI_5b01b949ed99464e7a94b878.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5b01b949ed99464e7a94b878( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0038/Materials/MI_5b46bb8c3cf8ab37589b8bf3.mdl b/kujiale_0038/Materials/MI_5b46bb8c3cf8ab37589b8bf3.mdl new file mode 100644 index 0000000000000000000000000000000000000000..42887c13b8f980170395852d22f0f5c7cc636ced --- /dev/null +++ b/kujiale_0038/Materials/MI_5b46bb8c3cf8ab37589b8bf3.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5b46bb8c3cf8ab37589b8bf3( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0038/Materials/MI_60e69e50c6ff5a0001f2f424_v2.mdl b/kujiale_0038/Materials/MI_60e69e50c6ff5a0001f2f424_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..42b3b6d22e0b65492355847c186775852c99b84e --- /dev/null +++ b/kujiale_0038/Materials/MI_60e69e50c6ff5a0001f2f424_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_60e69e50c6ff5a0001f2f424_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0038/Materials/M_BaseMaterial.mdl b/kujiale_0038/Materials/M_BaseMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ed00d16934cd045cadecb7db4bb5dd5ddc8dd3e7 --- /dev/null +++ b/kujiale_0038/Materials/M_BaseMaterial.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0038/Materials/M_BaseMaterial_twosided.mdl b/kujiale_0038/Materials/M_BaseMaterial_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..34a066551136042c8b515bc0777c0e436c62c466 --- /dev/null +++ b/kujiale_0038/Materials/M_BaseMaterial_twosided.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_twosided( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0038/Materials/M_BaseMaterial_v2.mdl b/kujiale_0038/Materials/M_BaseMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..154aecae651add78223e5fe6138f215211f152d3 --- /dev/null +++ b/kujiale_0038/Materials/M_BaseMaterial_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0038/Materials/M_BaseMaterial_v2_twosided.mdl b/kujiale_0038/Materials/M_BaseMaterial_v2_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7d90fc45fb437460e27004b226156b66a976f877 --- /dev/null +++ b/kujiale_0038/Materials/M_BaseMaterial_v2_twosided.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2_twosided( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0038/Materials/M_TranslucentMaterial.mdl b/kujiale_0038/Materials/M_TranslucentMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..0452d78794ea94cb1040fdf3244e688785b52118 --- /dev/null +++ b/kujiale_0038/Materials/M_TranslucentMaterial.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0038/Materials/M_TranslucentMaterial_v2.mdl b/kujiale_0038/Materials/M_TranslucentMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..6cef6519dd94a7d9f305169cecdb1d5512581737 --- /dev/null +++ b/kujiale_0038/Materials/M_TranslucentMaterial_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0038/Materials/OmniUe4Base.mdl b/kujiale_0038/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a441fbaf28040302c7aaabfbcf14b24a85bdf643 --- /dev/null +++ b/kujiale_0038/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/kujiale_0038/Materials/OmniUe4Function.mdl b/kujiale_0038/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..84f4f0da48ff31d03ee611373fe3a4d2e04c9079 --- /dev/null +++ b/kujiale_0038/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/kujiale_0038/Materials/OmniUe4Translucent.mdl b/kujiale_0038/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..483a83004b8f7d5bf820a7905d06ea2d7d5894af --- /dev/null +++ b/kujiale_0038/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/kujiale_0038/Materials/Textures/BlackPlaceholder.png b/kujiale_0038/Materials/Textures/BlackPlaceholder.png new file mode 100644 index 0000000000000000000000000000000000000000..cf498a3f19c07112845752ecd2523a666d8d13b5 --- /dev/null +++ b/kujiale_0038/Materials/Textures/BlackPlaceholder.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid 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a/kujiale_0038/Materials/Textures/T_Normal.png b/kujiale_0038/Materials/Textures/T_Normal.png new file mode 100644 index 0000000000000000000000000000000000000000..5d9615dddd55df999224776e511d403bec51921e --- /dev/null +++ b/kujiale_0038/Materials/Textures/T_Normal.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:4a2d007d836f394f3c527d96d610aa2409e6d44d674a8c1d30388297abe6eee4 +size 111 diff --git a/kujiale_0038/Materials/WorldGridMaterial.mdl b/kujiale_0038/Materials/WorldGridMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..1374299f552cc467f093777626b92f4faa277cc4 --- /dev/null +++ b/kujiale_0038/Materials/WorldGridMaterial.mdl @@ -0,0 +1,77 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float Local19 = math::lerp(0.0,0.5,Local12.y); + float Local20 = math::lerp(0.7,1.0,Local9.y); + float Local21 = math::lerp(Local20,1.0,0.0); + float Local22 = (Local21 * 1.0); + float Local23 = (Local19 + Local22); + float Local24 = math::min(math::max(Local23,0.0),1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local18,Local18,Local18); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Local24; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0038/Meshes/basin_0000.usd b/kujiale_0038/Meshes/basin_0000.usd new file mode 100644 index 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1161936 diff --git a/kujiale_0038/kujiale_0038.usda b/kujiale_0038/kujiale_0038.usda new file mode 100644 index 0000000000000000000000000000000000000000..b1a1ff470f8568ac6f85033959ca775c4be869ec --- /dev/null +++ b/kujiale_0038/kujiale_0038.usda @@ -0,0 +1,2768 @@ +#usda 1.0 +( + customLayerData = { + dictionary cameraSettings = { + dictionary Front = { + double3 position = (500, 0, 0) + double radius = 5 + } + dictionary Perspective = { + double3 position = (-1.4537658559653233, 1.6404107419576701, 1.427718999418953) + double3 target = (-1.459383775477826, 1.4457848891430878, 1.4078818400449689) + } + dictionary Right = { + double3 position = (0, -500, 0) + double radius = 5 + } + dictionary Top = { + double3 position = (0, 0, 500) + double radius = 5 + } + string boundCamera = "/OmniverseKit_Persp" + } + dictionary omni_layer = { + string authoring_layer = "./kujiale_0038.usda" + } + dictionary renderSettings = { + double "rtx:post:tonemap:cm2Factor" = 1448.1546630859375 + double "rtx:post:tonemap:exposureTime" = 0.000016666666851961054 + double "rtx:post:tonemap:fNumber" = 2.799999952316284 + double "rtx:reflections:maxRoughness" = 1 + } + } + defaultPrim = "Root" + metersPerUnit = 1 + upAxis = "Z" +) + +def Xform "Root" +{ + def Scope "Meshes" + { + def Scope "livingroom_451" + { + def Xform "spot_light_0000" ( + prepend references = @./Meshes/spot_light_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3679891929626242, -1.2748983058933754, 2.5832685670486315) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0001" ( + prepend references = @./Meshes/spot_light_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.7468258628844988, -1.2748983058933754, 2.5832685670486315) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0002" ( + prepend references = @./Meshes/spot_light_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.12566413497922527, -1.2748983058933754, 2.5832685670486315) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0003" ( + prepend references = @./Meshes/spot_light_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3679891929626242, -3.8508980617527504, 2.5832685670486315) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0004" ( + prepend references = @./Meshes/spot_light_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.7468258628844988, -3.8508980617527504, 2.5832685670486315) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0005" ( + prepend references = @./Meshes/spot_light_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.12566413497922527, -3.8508980617527504, 2.5832685670486315) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0006" ( + prepend references = @./Meshes/spot_light_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3679891929626242, -2.5628975734715005, 2.5832685670486315) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0007" ( + prepend references = @./Meshes/spot_light_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.12566413497922527, -2.5628975734715005, 2.5832685670486315) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0008" ( + prepend references = @./Meshes/spot_light_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3679891929626242, 3.71810096168475, 2.5875239381423816) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0009" ( + prepend references = @./Meshes/spot_light_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.7468258628844988, 3.71810096168475, 2.5875239381423816) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0010" ( + prepend references = @./Meshes/spot_light_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.12566413497922527, 3.71810096168475, 2.5875239381423816) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0011" ( + prepend references = @./Meshes/spot_light_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3679891929626242, 1.0791019382472498, 2.5875239381423816) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0012" ( + prepend references = @./Meshes/spot_light_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.7468258628844988, 1.0791019382472498, 2.5875239381423816) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0013" ( + prepend references = @./Meshes/spot_light_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.12566413497922527, 1.0791019382472498, 2.5875239381423816) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0014" ( + prepend references = @./Meshes/spot_light_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3679891929626242, 2.3986014499659998, 2.5875239381423816) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0015" ( + prepend references = @./Meshes/spot_light_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.12566413497922527, 2.3986014499659998, 2.5875239381423816) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0024" ( + prepend references = @./Meshes/spot_light_0024.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.5031002, 1.018, 1.5987002) + double3 xformOp:translate = (0.3109491115990076, -0.07990416966435329, 2.7034974918665196) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0025" ( + prepend references = @./Meshes/spot_light_0025.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.5031002, 1.018, 1.5987002) + double3 xformOp:translate = (-0.4223563551118428, -0.07990417071499441, 2.7948776190045175) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0026" ( + prepend references = @./Meshes/spot_light_0026.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.5031002, 1.018, 1.5987002) + double3 xformOp:translate = (-1.1556641554048115, -0.07990417071499441, 2.7948776350132296) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0027" ( + prepend references = @./Meshes/spot_light_0027.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.5031002, 1.018, 1.5987002) + double3 xformOp:translate = (-1.8889723016488613, -0.07990417071497269, 2.7948774272811305) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0028" ( + prepend references = @./Meshes/spot_light_0028.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.5031, 1.018, 1.5987) + double3 xformOp:translate = (-2.643175268978235, -0.07990416999999947, 2.789788726767771) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spoon_0004" ( + prepend references = @./Meshes/spoon_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.161446976242459, -0.606809076309586, 0.5639283255921551) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spoon_0005" ( + prepend references = @./Meshes/spoon_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.7918022657618324, 0.8624510520370623, 0.7573384417800836) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spoon_0006" ( + prepend references = @./Meshes/spoon_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.7918022652261936, 1.4242960532577655, 0.757976348634961) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spoon_0007" ( + prepend references = @./Meshes/spoon_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.6407437861679033, 1.4212800544174333, 0.7597870088618643) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spoon_0008" ( + prepend references = @./Meshes/spoon_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.6407477913785864, 0.8594375480087421, 0.7642592435577437) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0006" ( + prepend references = @./Meshes/ornament_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.9834338607525974, -0.6933284931199541, 0.6562658424685516) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0007" ( + prepend references = @./Meshes/ornament_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.045492553693866, -0.6364119415301787, 0.6340660782076787) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0009" ( + prepend references = @./Meshes/ornament_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.1593, 1.1593, 1.0388) + double3 xformOp:translate = (-1.2169207656862078, 3.989058579015298, 1.2418888155059915) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0010" ( + prepend references = @./Meshes/ornament_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.1593, 1.1593, 1.0388) + double3 xformOp:translate = (-1.3231341619254868, 4.064264831407859, 1.2809143412720954) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0011" ( + prepend references = @./Meshes/ornament_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.1593, 1.1593, 1.0388) + double3 xformOp:translate = (-1.5560026236548288, 4.069011200684289, 1.262874054824604) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0012" ( + prepend references = @./Meshes/ornament_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.1593, 1.1593, 1.0388) + double3 xformOp:translate = (-1.696800342589931, 4.065587400850027, 1.2842820231637855) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0013" ( + prepend references = @./Meshes/ornament_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.1593, 1.1593, 1.0388) + double3 xformOp:translate = (-1.7767368111547646, 4.055150360497458, 1.2321625665374598) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0014" ( + prepend references = @./Meshes/ornament_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.1593, 1.1593, 1.0388) + double3 xformOp:translate = (-1.5868957408971789, 4.060085818671915, 1.2193280720863178) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0015" ( + prepend references = @./Meshes/ornament_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.1593, 1.1593, 1.0388) + double3 xformOp:translate = (-1.500748279959679, 4.059945150115479, 1.19857249945105) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0023" ( + prepend references = @./Meshes/ornament_0023.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.3234392876786023, -2.4468223156506914, 0.4367542413414268) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0024" ( + prepend references = @./Meshes/ornament_0024.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.544302238957289, -2.3401988644177814, 0.43332892500765596) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0025" ( + prepend references = @./Meshes/ornament_0025.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.806883085743788, -2.089246718841304, 0.6425229252517966) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0000" ( + prepend references = @./Meshes/television_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.047945020661415344, -2.5562300714348813, 1.4998228795102642) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0000" ( + prepend references = @./Meshes/painting_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.7499061279296894, 0.8536641931540945, 1.6235404545900807) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0002" ( + prepend references = @./Meshes/painting_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.6552, 0.6552, 0.6552) + double3 xformOp:translate = (-3.5545631519912804, 3.2213427734375872, 1.4897372212280926) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0000" ( + prepend references = @./Meshes/cabinet_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.18460631511787284, -2.57236364809713, 0.32899513244114253) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0003" ( + prepend references = @./Meshes/cabinet_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.1593, 1.1593, 1.0388) + double3 xformOp:translate = (-1.0602652634245966, 4.124932687422128, 1.2999992018663817) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0000" ( + prepend references = @./Meshes/chandelier_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.7468258209683576, 2.5194933013605865, 2.3273000309781713) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0001" ( + prepend references = @./Meshes/chandelier_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.746826370292248, -2.367130355686735, 1.9790589952926323) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0000" ( + prepend references = @./Meshes/pillow_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.7181, 0.9549, 0.7181) + double3 xformOp:translate = (-2.885046885330596, -1.463375230985893, 0.48849062588194336) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0001" ( + prepend references = @./Meshes/pillow_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.7181, 0.9549, 0.7181) + double3 xformOp:translate = (-2.8969634315119777, -1.7651490885241747, 0.47163869584796314) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0002" ( + prepend references = @./Meshes/pillow_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.7181, 0.9549, 0.7181) + double3 xformOp:translate = (-2.990817662243523, -2.3644085216886346, 0.5216862022431052) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0003" ( + prepend references = @./Meshes/pillow_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.7181, 0.9549, 0.7181) + double3 xformOp:translate = (-3.044013156562786, -2.861521686312903, 0.5120372990658073) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0004" ( + prepend references = @./Meshes/pillow_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.7181, 0.9549, 0.7181) + double3 xformOp:translate = (-2.8585097534882324, -3.323465660177284, 0.4804783024506044) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0005" ( + prepend references = @./Meshes/pillow_0005.usd@ + ) + { + quatf xformOp:orient = (0.9836198, -0, 0, 0.18025552) + float3 xformOp:scale = (0.9999831, 0.9999831, 1) + double3 xformOp:translate = (-1.5195766596182319, -0.6162326632787003, 0.5049567507752052) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0006" ( + prepend references = @./Meshes/pillow_0006.usd@ + ) + { + quatf xformOp:orient = (0.9836198, -0, 0, 0.18025552) + float3 xformOp:scale = (0.9999831, 0.9999831, 1) + double3 xformOp:translate = (-2.0837509110790258, -0.8621312545196748, 0.5217785678552291) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0000" ( + prepend references = @./Meshes/sofa_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.7181, 0.9549, 0.7181) + double3 xformOp:translate = (-2.9268229200158427, -2.3671297692983306, 0.29057757416670493) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0001" ( + prepend references = @./Meshes/sofa_0001.usd@ + ) + { + quatf xformOp:orient = (0.9836198, -0, 0, 0.18025552) + float3 xformOp:scale = (0.9999831, 0.9999831, 1) + double3 xformOp:translate = (-1.818355775609129, -0.6937364982293981, 0.36783081041062826) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0000" ( + prepend references = @./Meshes/table_lamp_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.136131690969747, -0.7431628494325452, 0.8723516103998208) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0000" ( + prepend references = @./Meshes/table_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.14137939453125, -0.7184637451171875, 0.2729102478025766) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0001" ( + prepend references = @./Meshes/table_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.630886286274794, -2.374978701072444, 0.18294691740877908) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0002" ( + prepend references = @./Meshes/table_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.405587787818147, 1.158801546421828, 0.3725188892078659) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0000" ( + prepend references = @./Meshes/plate_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.208232421875, -0.592259311663739, 0.5653214797712514) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0001" ( + prepend references = @./Meshes/plate_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.6928112816971572, -2.550786658721675, 0.3769004238785057) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0002" ( + prepend references = @./Meshes/plate_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.7376674790543347, -2.1255239185864823, 0.3589194210708884) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0003" ( + prepend references = @./Meshes/plate_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.9573163038477697, 0.8718830588729998, 0.7705853413848811) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0004" ( + prepend references = @./Meshes/plate_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.9573132978663246, 0.8718815482528827, 0.7640313414840632) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0005" ( + prepend references = @./Meshes/plate_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.9573163038477697, 0.8718825477035662, 0.7576654919891291) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0006" ( + prepend references = @./Meshes/plate_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.957316303312131, 1.4148625510604997, 0.7712232973539858) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0007" ( + prepend references = @./Meshes/plate_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.9573132973306857, 1.4148615592392109, 0.7646691486799745) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0008" ( + prepend references = @./Meshes/plate_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.957316303312131, 1.4148625510604997, 0.7583037488424805) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0009" ( + prepend references = @./Meshes/plate_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.806253284764095, 1.4118485587509295, 0.7730339575808889) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0010" ( + prepend references = @./Meshes/plate_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.8062522929428058, 1.4118495582016133, 0.7664798089068778) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0011" ( + prepend references = @./Meshes/plate_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.806252781224056, 1.4118485511215348, 0.7601144090693839) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0012" ( + prepend references = @./Meshes/plate_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.806257282345383, 0.8688695548446795, 0.7775061431625411) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0013" ( + prepend references = @./Meshes/plate_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.806256290524094, 0.8688695548446795, 0.7709521432617231) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0014" ( + prepend references = @./Meshes/plate_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.806257282345383, 0.868869058934035, 0.7645862937667891) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0000" ( + prepend references = @./Meshes/tea_set_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.2089857196090286, -0.6028627071909732, 0.5951698932207791) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0002" ( + prepend references = @./Meshes/book_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.19749298095703124, -3.360327079772475, 0.6912542109497616) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0003" ( + prepend references = @./Meshes/book_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.19269508743286254, -3.3799069824217622, 0.6697509984969641) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0006" ( + prepend references = @./Meshes/book_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.3253487954300673, -2.4747354168469804, 0.357161917561367) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0007" ( + prepend references = @./Meshes/book_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.3180837807816297, -2.4712629608685868, 0.380385321492031) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0001" ( + prepend references = @./Meshes/cup_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.19775154687856897, -3.3684153994284625, 0.7557662906308441) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0002" ( + prepend references = @./Meshes/cup_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.6925817361038955, -2.134400217490901, 0.38245522200472637) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0003" ( + prepend references = @./Meshes/cup_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.7901068002693188, 1.0386509536178727, 0.8762108540725968) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0004" ( + prepend references = @./Meshes/cup_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.7901068002693188, 1.248096254673781, 0.8762109542084) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0005" ( + prepend references = @./Meshes/cup_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.6390447961799635, 1.2450809539230487, 0.8762109542084) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0006" ( + prepend references = @./Meshes/cup_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.6390487939826976, 1.0356371081741473, 0.8762108540725968) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_decoration_0000" ( + prepend references = @./Meshes/wall_decoration_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.532662954196697, 0.9550576591073575, 1.6782989994678308) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_decoration_0001" ( + prepend references = @./Meshes/wall_decoration_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.84650004, 1, 1) + double3 xformOp:translate = (-3.5595632188492004, -2.3480197058192505, 1.615723159774876) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_decoration_0003" ( + prepend references = @./Meshes/wall_decoration_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.1593, 1.1593, 1.0388) + double3 xformOp:translate = (-0.120172074516519, 4.2933991693539415, 1.9415522240221157) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_decoration_0004" ( + prepend references = @./Meshes/wall_decoration_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.1593, 1.1593, 1.0388) + double3 xformOp:translate = (-0.3861636683855832, 4.293398765765764, 1.9415285329745045) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_decoration_0005" ( + prepend references = @./Meshes/wall_decoration_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.1593, 1.1593, 1.0388) + double3 xformOp:translate = (-0.7115099672735431, 4.293400363396131, 1.9415348871762013) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cushion_0000" ( + prepend references = @./Meshes/cushion_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.1593, 1.1593, 1.0388) + double3 xformOp:translate = (-0.1961438561379646, 4.139431474829991, 0.53147672615577) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cushion_0001" ( + prepend references = @./Meshes/cushion_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.1593, 1.1593, 1.0388) + double3 xformOp:translate = (-0.6505126354768089, 4.139431474829991, 0.5315407991755621) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0000" ( + prepend references = @./Meshes/chair_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.8776647836677562, 1.8778235495956563, 0.39761135103228307) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0001" ( + prepend references = @./Meshes/chair_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.7491468507759107, 1.8778235495956563, 0.39761135103228307) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0002" ( + prepend references = @./Meshes/chair_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.900764286231233, 0.3915450614364764, 0.39761135103228307) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0003" ( + prepend references = @./Meshes/chair_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.76866858692093, 0.3921545432479998, 0.39761135103228307) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "knife_0000" ( + prepend references = @./Meshes/knife_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.8335122877344885, 0.8652165549667499, 0.7561306413917476) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "knife_0001" ( + prepend references = @./Meshes/knife_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.8335122871988498, 1.4215265525253435, 0.7567684986555604) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "knife_0002" ( + prepend references = @./Meshes/knife_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.682451786330177, 1.4185145591171406, 0.761902145022418) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "knife_0003" ( + prepend references = @./Meshes/knife_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.682455280392258, 0.8622055610092304, 0.7630514431694075) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fork_0000" ( + prepend references = @./Meshes/fork_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.0914927870020668, 0.8634250586898944, 0.7590025915412837) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fork_0001" ( + prepend references = @./Meshes/fork_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.0914927864664277, 1.4233200553329608, 0.7596406991446045) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fork_0002" ( + prepend references = @./Meshes/fork_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.94043028671722, 1.4203060477646015, 0.761451359371508) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fork_0003" ( + prepend references = @./Meshes/fork_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.940434284298508, 0.8604110587509295, 0.7659233933189437) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bedroom_643" + { + def Xform "spot_light_0016" ( + prepend references = @./Meshes/spot_light_0016.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.51433594131472, -2.2479488430027503, 2.487523938142382) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0017" ( + prepend references = @./Meshes/spot_light_0017.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.9929202308655014, -2.2479488430027503, 2.487523938142382) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0018" ( + prepend references = @./Meshes/spot_light_0018.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.471502994537376, -2.2479488430027503, 2.487523938142382) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0019" ( + prepend references = @./Meshes/spot_light_0019.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.51433594131472, -5.638520132065251, 2.487523938142382) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0020" ( + prepend references = @./Meshes/spot_light_0020.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.9929202308655014, -5.638520132065251, 2.487523938142382) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0021" ( + prepend references = @./Meshes/spot_light_0021.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.471502994537376, -5.638520132065251, 2.487523938142382) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0022" ( + prepend references = @./Meshes/spot_light_0022.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.51433594131472, -3.9432320461277506, 2.487523938142382) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0023" ( + prepend references = @./Meshes/spot_light_0023.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.471502994537376, -3.9432320461277506, 2.487523938142382) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0008" ( + prepend references = @./Meshes/ornament_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.49088563919067413, -4.23180138778686, 0.7486995067605281) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0016" ( + prepend references = @./Meshes/ornament_0016.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.67620003, 0.7417, 0.91520005) + double3 xformOp:translate = (3.4147227074738624, -5.311819511965017, 0.6110515433926524) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0017" ( + prepend references = @./Meshes/ornament_0017.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.67620003, 0.7417, 0.91520005) + double3 xformOp:translate = (3.369074378240815, -5.240417469396363, 0.6247184550855611) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0018" ( + prepend references = @./Meshes/ornament_0018.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.67620003, 0.7417, 0.91520005) + double3 xformOp:translate = (3.3389395069626735, -5.200913322541105, 0.6285014321095315) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0019" ( + prepend references = @./Meshes/ornament_0019.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.67620003, 0.7417, 0.9052) + double3 xformOp:translate = (3.424239614212144, -2.587920586183767, 0.6010885183318518) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0020" ( + prepend references = @./Meshes/ornament_0020.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.67620003, 0.7417, 0.9052) + double3 xformOp:translate = (3.3785912849790964, -2.516518543615114, 0.6146061671154927) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0021" ( + prepend references = @./Meshes/ornament_0021.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.67620003, 0.7417, 0.9052) + double3 xformOp:translate = (3.3389395069626735, -2.4770143967598552, 0.618347652581205) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0001" ( + prepend references = @./Meshes/television_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.3293360147479736, -3.861137664806991, 1.243279758178301) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0001" ( + prepend references = @./Meshes/cabinet_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.5539577418753544, -3.848133790246111, 0.3289951324411425) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0002" ( + prepend references = @./Meshes/cabinet_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9692001, 1.1066, 0.96150005) + double3 xformOp:translate = (2.635743268334877, -1.6619402133198025, 1.2499991398587564) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0004" ( + prepend references = @./Meshes/cabinet_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.67620003, 0.7417, 0.91520005) + double3 xformOp:translate = (3.4438362982964827, -5.19494586390278, 0.3011741382601905) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0005" ( + prepend references = @./Meshes/cabinet_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.67620003, 0.7417, 0.9052) + double3 xformOp:translate = (3.4438362982964827, -2.47104693812153, 0.29679163811211656) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0002" ( + prepend references = @./Meshes/chandelier_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 0.8151) + double3 xformOp:translate = (1.9955015105671272, -3.813666000217985, 2.04336020861033) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0008" ( + prepend references = @./Meshes/pillow_0008.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8569, 0.8951, 0.8773) + double3 xformOp:translate = (3.3175602419794212, -3.5553218914290836, 0.6416726741682391) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0009" ( + prepend references = @./Meshes/pillow_0009.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8569, 0.8951, 0.8773) + double3 xformOp:translate = (3.314106508760888, -4.210174655294386, 0.638570939133428) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0010" ( + prepend references = @./Meshes/pillow_0010.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8569, 0.8951, 0.8773) + double3 xformOp:translate = (3.0579293678096424, -3.673086880713733, 0.5856191928977285) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0011" ( + prepend references = @./Meshes/pillow_0011.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8569, 0.8951, 0.8773) + double3 xformOp:translate = (2.8544038952914583, -3.911259532415305, 0.6047883209873699) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0012" ( + prepend references = @./Meshes/pillow_0012.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8569, 0.8951, 0.8773) + double3 xformOp:translate = (3.0635011671906596, -4.162191214792919, 0.5799276636097056) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0001" ( + prepend references = @./Meshes/table_lamp_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.67620003, 0.7417, 0.91520005) + double3 xformOp:translate = (3.4679722696308826, -5.191560084827768, 0.9509574216478023) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0002" ( + prepend references = @./Meshes/table_lamp_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.67620003, 0.7417, 0.9052) + double3 xformOp:translate = (3.4774891763691635, -2.467666041859018, 0.9467084304423171) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0004" ( + prepend references = @./Meshes/book_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.5075005836486721, -4.2432430038469, 0.6996378817559352) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0005" ( + prepend references = @./Meshes/book_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.511173103332547, -4.215283004769835, 0.6730602135653886) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_decoration_0002" ( + prepend references = @./Meshes/wall_decoration_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2022, 1.2022, 1.2022) + double3 xformOp:translate = (3.4788127069152757, -3.8474974694237063, 1.7499143206680752) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0000" ( + prepend references = @./Meshes/picture_frame_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.67620003, 0.7417, 0.91520005) + double3 xformOp:translate = (3.3905333466570893, -5.134612564279392, 0.6831933124733839) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0001" ( + prepend references = @./Meshes/picture_frame_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.67620003, 0.7417, 0.91520005) + double3 xformOp:translate = (3.3608784623545507, -5.0541625879583085, 0.661451189062129) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0002" ( + prepend references = @./Meshes/picture_frame_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.67620003, 0.7417, 0.9052) + double3 xformOp:translate = (3.4000502533953707, -2.410713638498141, 0.6724420362790361) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0003" ( + prepend references = @./Meshes/picture_frame_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.67620003, 0.7417, 0.9052) + double3 xformOp:translate = (3.370395369092832, -2.330263662177058, 0.6509380530378431) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0000" ( + prepend references = @./Meshes/bedding_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8569, 0.8951, 0.8773) + double3 xformOp:translate = (2.26614290414669, -3.8812170424910124, 0.35155788648359565) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0000" ( + prepend references = @./Meshes/bed_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8569, 0.8951, 0.8773) + double3 xformOp:translate = (2.597808677098643, -3.886602480977452, 0.4889419383287641) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0000" ( + prepend references = @./Meshes/wine_set_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.510598850249759, -4.582640600204744, 0.7503760414111175) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0001" ( + prepend references = @./Meshes/wine_set_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.5721589221619849, -4.666013011952997, 0.747345458991058) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "kitchen_2187" + { + def Xform "daily_equipment_0000" ( + prepend references = @./Meshes/daily_equipment_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.68610007, 0.68610007, 0.68610007) + double3 xformOp:translate = (1.278088824354176, 2.622410938449898, 0.8594137814586682) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0000" ( + prepend references = @./Meshes/kitchenware_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.68610007, 0.68610007, 0.68610007) + double3 xformOp:translate = (1.3770023218291878, 2.6018416701622313, 0.9078821309302599) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0001" ( + prepend references = @./Meshes/kitchenware_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.68610007, 0.68610007, 0.68610007) + double3 xformOp:translate = (1.594741231875612, 2.585697129555281, 0.8914813767195755) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0002" ( + prepend references = @./Meshes/kitchenware_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.68610007, 0.68610007, 0.68610007) + double3 xformOp:translate = (1.47032957675743, 2.6110138771687073, 0.9170182262453712) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spoon_0000" ( + prepend references = @./Meshes/spoon_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.68610007, 0.68610007, 0.68610007) + double3 xformOp:translate = (1.5152620685092735, 2.6216869279478154, 1.0036941986702184) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spoon_0001" ( + prepend references = @./Meshes/spoon_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.68610007, 0.68610007, 0.68610007) + double3 xformOp:translate = (1.4857652637007661, 2.6518715835509035, 0.9946364832782428) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spoon_0002" ( + prepend references = @./Meshes/spoon_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.68610007, 0.68610007, 0.68610007) + double3 xformOp:translate = (1.4368027976688678, 2.639048580936668, 0.9652557016890877) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spoon_0003" ( + prepend references = @./Meshes/spoon_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.68610007, 0.68610007, 0.68610007) + double3 xformOp:translate = (1.42704226126717, 2.616402331255683, 1.005861952918573) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0000" ( + prepend references = @./Meshes/other_cooker_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.68610007, 0.68610007, 0.68610007) + double3 xformOp:translate = (1.5077604292184703, 2.6340688007305606, 0.9851098336527709) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0001" ( + prepend references = @./Meshes/other_cooker_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.68610007, 0.68610007, 0.68610007) + double3 xformOp:translate = (1.4562658970473126, 2.6589854648028983, 0.9953741412048827) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0002" ( + prepend references = @./Meshes/other_cooker_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.68610007, 0.68610007, 0.68610007) + double3 xformOp:translate = (1.4456825092170777, 2.576664257298292, 0.978761844853726) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0003" ( + prepend references = @./Meshes/other_cooker_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.68610007, 0.68610007, 0.68610007) + double3 xformOp:translate = (1.4911560032662285, 2.5773722514622763, 0.9693428026354374) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0004" ( + prepend references = @./Meshes/other_cooker_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.68610007, 0.68610007, 0.68610007) + double3 xformOp:translate = (1.392111886545315, 2.5963185786006067, 0.9150314058757443) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0005" ( + prepend references = @./Meshes/other_cooker_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.68610007, 0.68610007, 0.68610007) + double3 xformOp:translate = (1.6194771338206115, 2.5301645609232386, 0.9224330169983799) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0006" ( + prepend references = @./Meshes/other_cooker_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.68610007, 0.68610007, 0.68610007) + double3 xformOp:translate = (1.6126404188652175, 2.537200373090416, 0.9214068794670476) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0007" ( + prepend references = @./Meshes/other_cooker_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.2465037078857937, 2.50850574493408, 0.8412850704191519) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0000" ( + prepend references = @./Meshes/ornament_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.853511049270671, 2.540625017162318, 0.9973831939679406) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0001" ( + prepend references = @./Meshes/ornament_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.9173716869354047, 2.489125749588191, 0.9745520401001165) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0002" ( + prepend references = @./Meshes/ornament_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.9143769931794963, 2.6051360988624856, 0.9845884246825325) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0003" ( + prepend references = @./Meshes/ornament_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.91402136993507, 2.678336154939217, 0.9383894653318973) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0004" ( + prepend references = @./Meshes/ornament_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.842040624618561, 2.6777119007079597, 0.9666152954084966) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0005" ( + prepend references = @./Meshes/ornament_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.329795826008537, 2.38071236299477, 0.8920221651931255) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "basin_0000" ( + prepend references = @./Meshes/basin_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.3965033291314057, 1.6373813746093173, 0.7082466303290739) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0000" ( + prepend references = @./Meshes/bathroom_product_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.485202788787624, 1.637551323174766, 1.0821694827114032) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "range_hood_0000" ( + prepend references = @./Meshes/range_hood_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.2445042266853137, 2.5185555267255166, 1.870947204578692) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cookware_0000" ( + prepend references = @./Meshes/cookware_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.0758007202332354, 2.6136702117541484, 0.9288377037037125) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0008" ( + prepend references = @./Meshes/cabinet_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.99291993, 1.9463815800000002, 1.2499994999999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0001" ( + prepend references = @./Meshes/ceiling_light_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.7836877441406251, 1.7124291992187501, 2.5720639583739775) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "balcony_545" + { + def Xform "ornament_0022" ( + prepend references = @./Meshes/ornament_0022.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.06534737819261921, -5.075396576580675, 1.5655563884161552) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0005" ( + prepend references = @./Meshes/bathroom_product_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.1682822045107883, -5.005401772688461, 1.1520702700027168) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0006" ( + prepend references = @./Meshes/bathroom_product_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3675151921475566, -5.001212916042016, 1.2408016636342625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0007" ( + prepend references = @./Meshes/bathroom_product_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3945115831426, -5.641526267252572, 1.2089171758190402) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0001" ( + prepend references = @./Meshes/painting_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.05433578491210938, -5.0417626953125, 1.1023058992624284) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0009" ( + prepend references = @./Meshes/cabinet_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.98, 1, 1) + double3 xformOp:translate = (-3.2022371107848215, -5.07063176806504, 1.3893722701565037) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0002" ( + prepend references = @./Meshes/ceiling_light_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.746826171875, -5.062009857177925, 2.761957740119622) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0007" ( + prepend references = @./Meshes/pillow_0007.usd@ + ) + { + quatf xformOp:orient = (0.38268343, -0, 0, -0.9238795) + float3 xformOp:scale = (0.99999034, 0.99999034, 1) + double3 xformOp:translate = (-0.7758955153289638, -5.257730186092664, 0.5770020828358413) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0002" ( + prepend references = @./Meshes/sofa_0002.usd@ + ) + { + quatf xformOp:orient = (0.38268343, -0, 0, -0.9238795) + float3 xformOp:scale = (0.99999034, 0.99999034, 1) + double3 xformOp:translate = (-0.869115098638086, -5.159190675349078, 0.5355033755363223) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0000" ( + prepend references = @./Meshes/flower_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.36246348570089937, -4.629664428724563, 0.8898972049635374) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0000" ( + prepend references = @./Meshes/vase_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.3639640464773092, -4.624722003936117, 0.7590458981636621) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0000" ( + prepend references = @./Meshes/book_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.36375700378406123, -4.660211082467681, 0.6776589018927948) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0001" ( + prepend references = @./Meshes/book_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.34619416809043857, -4.6441029968401635, 0.6485809447422545) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0000" ( + prepend references = @./Meshes/cup_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.13073580167219262, -4.73849766921621, 0.6643064012586046) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "dining_table_0000" ( + prepend references = @./Meshes/dining_table_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.29734423061816584, -4.669862716684401, 0.3156985778755711) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "washing_machine_0000" ( + prepend references = @./Meshes/washing_machine_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.17497415048827, -5.308658268589367, 0.5060822767503182) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bathroom_2098" + { + def Xform "basin_0001" ( + prepend references = @./Meshes/basin_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93160003, 0.95250005, 1) + double3 xformOp:translate = (1.906439493787284, 0.6316399855175814, 0.7407318267695382) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0001" ( + prepend references = @./Meshes/bathroom_product_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.098128585949361, -0.838812331982864, 1.5337620116230906) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0002" ( + prepend references = @./Meshes/bathroom_product_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.1846, 1.1846, 1.1846) + double3 xformOp:translate = (3.1512442305824586, 0.8591990714437218, 0.7252829962094182) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0003" ( + prepend references = @./Meshes/bathroom_product_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.45720087432874, -0.7495760803151665, -0.0125199632697582) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0004" ( + prepend references = @./Meshes/bathroom_product_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93160003, 0.95250005, 1) + double3 xformOp:translate = (1.862727821465992, 0.7654266448006962, 1.0075319643085092) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0006" ( + prepend references = @./Meshes/cabinet_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93160003, 0.95250005, 1) + double3 xformOp:translate = (2.0300414873293087, 0.7492055069994592, 1.5798199345607482) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0007" ( + prepend references = @./Meshes/cabinet_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93160003, 0.95250005, 1) + double3 xformOp:translate = (2.028099620609428, 0.6297987863356229, 0.4373265110905134) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0000" ( + prepend references = @./Meshes/ceiling_light_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.5752880859375002, -0.10545539855957031, 2.563482415405228) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "closestool_0000" ( + prepend references = @./Meshes/closestool_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.1846, 1.1846, 1.1846) + double3 xformOp:translate = (3.1684764811599737, 0.5611989700764525, 0.25995139700849) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "mirror_0000" ( + prepend references = @./Meshes/mirror_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.93160003, 0.95250005, 1) + double3 xformOp:translate = (1.8721968078613282, 0.6319823455810547, 1.600716968261688) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "wall" + { + def Xform "wall_0000" ( + prepend references = @./Meshes/wall_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1.0849) + double3 xformOp:translate = (-3.5570279788971146, 0.9595836791987759, 1.2999996562010814) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0001" ( + prepend references = @./Meshes/wall_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.938, 1, 0.9804001) + double3 xformOp:translate = (3.658895614153913, -3.885807610484771, 1.2657485939205528) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0002" ( + prepend references = @./Meshes/wall_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.3574, 1, 1.0414) + double3 xformOp:translate = (0.06582219505313262, -2.5658984374994276, 1.2999984614868207) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0003" ( + prepend references = @./Meshes/wall_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1.0044) + double3 xformOp:translate = (-3.5566872429848035, -2.3604420166027418, 1.29999923110059) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0004" ( + prepend references = @./Meshes/wall_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.052978973388672, 2.843505096435547, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0005" ( + prepend references = @./Meshes/wall_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.056641969680786, 2.7444904708862303, 1.400051762695075) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0006" ( + prepend references = @./Meshes/wall_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.9234940695762635, 0.9798350143432617, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0007" ( + prepend references = @./Meshes/wall_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.9883800506591798, 4.029149932861328, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0008" ( + prepend references = @./Meshes/wall_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.7914999389648436, -1.5848049926757812, 1.3999954577634344) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0009" ( + prepend references = @./Meshes/wall_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.7468280601501465, -4.161474914550781, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0010" ( + prepend references = @./Meshes/wall_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.18491204738616943, -3.504790077209473, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0011" ( + prepend references = @./Meshes/wall_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.051754913330078124, -5.9531201171875, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0012" ( + prepend references = @./Meshes/wall_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.2981949615478516, 4.269149932861328, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0013" ( + prepend references = @./Meshes/wall_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.6785650634765625, -0.9572750854492188, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0014" ( + prepend references = @./Meshes/wall_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.4705550384521484, -0.10302799224853516, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0015" ( + prepend references = @./Meshes/wall_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.9234943199157715, -1.1858850479125977, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "ceiling" + { + def Xform "ceiling_0000" ( + prepend references = @./Meshes/ceiling_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.5031002, 1.018, 1.5987002) + double3 xformOp:translate = (-1.074019775390625, -0.09789840698242187, 2.699999200649894) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0001" ( + prepend references = @./Meshes/ceiling_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.9929194488525392, -3.5769147949218745, 2.49552490234375) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0002" ( + prepend references = @./Meshes/ceiling_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.7468256835937501, -5.06201171875, 2.8000000000000003) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0003" ( + prepend references = @./Meshes/ceiling_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.07400390625, 0.173837890625, 2.8000000000000003) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0004" ( + prepend references = @./Meshes/ceiling_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.992919921875, 1.9463818359375, 2.6) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0005" ( + prepend references = @./Meshes/ceiling_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.6057421875, -0.10302734375, 2.6) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0006" ( + prepend references = @./Meshes/ceiling_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.746826171875, 2.3986015625, 2.59552490234375) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0007" ( + prepend references = @./Meshes/ceiling_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.746826171875, -2.5628984375, 2.5912692871093754) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0008" ( + prepend references = @./Meshes/ceiling_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.051754913330078124, -0.7173251342773438, 2.85) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "other" + { + def Xform "door_handle_0000" ( + prepend references = @./Meshes/door_handle_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.3849886865625436, -5.974125077181614, 0.7289368553010658) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0000" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0001" ( + prepend references = @./Meshes/door_handle_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.4929879541406685, -5.974125077181614, 0.7289368553010658) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0001" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0002" ( + prepend references = @./Meshes/door_handle_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.6335043115625436, -5.932124922818387, 0.7289368553010658) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0002" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0003" ( + prepend references = @./Meshes/door_handle_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.7415035791406686, -5.932124922818387, 0.7289368553010658) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0003" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "doorsill_0000" ( + prepend references = @./Meshes/doorsill_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.19433546829223639, 1.9463815307617187, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0001" ( + prepend references = @./Meshes/doorsill_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.6845219726562501, -4.170898193359376, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0002" ( + prepend references = @./Meshes/doorsill_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.8776169433593752, 4.038574096679688, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0003" ( + prepend references = @./Meshes/doorsill_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.4799802246093752, -0.6308120040893556, 0.0007950000116834418) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0004" ( + prepend references = @./Meshes/doorsill_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.7643360290527345, -1.1953122558593752, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "door_0000" ( + prepend references = @./Meshes/door_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.5031050700000002, -0.63081251, 1.0704995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0000" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0001" ( + prepend references = @./Meshes/door_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.19433593, 1.9463819100000002, 1.0709995009999764) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0001" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0002" ( + prepend references = @./Meshes/door_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.8776171799999997, 4.0281807, 1.0554995009999764) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0002" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0003" ( + prepend references = @./Meshes/door_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.7643359, -1.22504757, 1.0779995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0003" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0004" ( + prepend references = @./Meshes/door_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.68452258, -4.17089856, 1.0709995009999764) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0004" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "physics_constraint_0003" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + + over "group_0003" + { + token visibility = "invisible" + } + } + } + } + + def Xform "window_0000" ( + prepend references = @./Meshes/window_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.82720054, 0.26925782000000004, 1.4999995199999767) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0001" ( + prepend references = @./Meshes/window_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.7504883100000002, -6.041025240000001, 1.2999994974999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0002" ( + prepend references = @./Meshes/window_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.99900398, -5.865224940000001, 1.2999994974999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0003" ( + prepend references = @./Meshes/window_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.82720054, 1.70925782, 1.6499995299999763) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "floor" + { + def Xform "floor_0000" ( + prepend references = @./Meshes/floor_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.051754913330078124, -0.7173251342773438, -0.30000500000023755) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0001" ( + prepend references = @./Meshes/floor_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.74682666015625, -5.06201171875, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0002" ( + prepend references = @./Meshes/floor_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.992919921875, -3.5742182617187495, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0003" ( + prepend references = @./Meshes/floor_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.992919921875, 1.9463813476562501, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0004" ( + prepend references = @./Meshes/floor_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.6057421875, -0.10302734375, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0005" ( + prepend references = @./Meshes/floor_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.0740043945312503, 0.1738383789062499, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + + def "Rendering" + { + def "Lights" + { + def DistantLight "DirectionalLight" + { + float angle = 0.5357 + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + color3f color = (1, 1, 1) + float colorTemperature = 6500 + bool enableColorTemperature = 0 + float inputs:angle = 1 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 1989.4366 + bool inputs:normalize = 0 + float inputs:specular = 1 + float intensity = 1989.4366 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DistantLight" + uniform token purpose = "default" + token visibility = "inherited" + bool visibleInPrimaryRay = 0 + quatd xformOp:orient = (0.8310400547398127, 0.5294309259443827, 0.09161759433269372, 0.143810773172293) + double3 xformOp:scale = (2.5, 2.5, 2.5) + double3 xformOp:translate = (-0.8861957694432987, -1.2727463692085967, 1.4386460615881442) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def DomeLight "DomeLight" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float guideRadius = 100000 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 1000 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 1 + asset inputs:texture:file = @./limpopo_golf_course_4k.hdr@ + token inputs:texture:format = "latlong" + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DomeLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0, 0, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } +} + diff --git a/kujiale_0038/limpopo_golf_course_4k.hdr b/kujiale_0038/limpopo_golf_course_4k.hdr new file mode 100644 index 0000000000000000000000000000000000000000..69a8064f5ce4ae974f68c4a95a85731b92b82c23 --- /dev/null +++ b/kujiale_0038/limpopo_golf_course_4k.hdr @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d8c4f77cd64dae23dc7cc32665b6bcbc370716d3c99e255bf9359b6225862f36 +size 26179131 diff --git a/kujiale_0038/rooms.json b/kujiale_0038/rooms.json new file mode 100644 index 0000000000000000000000000000000000000000..0f0091e34cf577020d834f3cfd2df9048f893579 --- /dev/null +++ b/kujiale_0038/rooms.json @@ -0,0 +1 @@ +[{"room_type": "living room", "polygon": [[0.0743359375, 4.4576416015625], [0.0743359375, 4.39857421875], [-2.1876171875, 4.39857421875], [-2.1876171875, 3.91857421875], [-3.56798828125, 3.91857421875], [-3.56798828125, -4.0508984375], [0.0743359375, -4.0508984375], [0.0743359375, -1.0753125000000001], [1.41998046875, -1.0753125000000001], [1.41998046875, 0.8692578125], [0.0743359375, 0.8692578125], [0.0743359375, 2.843505859375]]}, {"room_type": "bedroom", "polygon": [[3.67150390625, -5.31591796875], [3.67150390625, -1.3153125], [1.47998046875, -1.3153125], [0.3143359375, -1.3153125], [0.3143359375, -4.1708984375], [0.3143359375, -5.833125], [3.67150390625, -5.833125]]}, {"room_type": "kitchen", "polygon": [[0.3143359375, 2.783505859375], [0.3143359375, 1.1092578125], [1.47998046875, 1.1092578125], [3.67150390625, 1.1092578125], [3.67150390625, 2.783505859375], [1.47998046875, 2.783505859375]]}, {"room_type": "balcony", "polygon": [[-3.56798828125, -4.2908984375], [-3.56798828125, -5.833125], [0.0743359375, -5.833125], [0.0743359375, -4.2908984375]]}, {"room_type": "bathroom", "polygon": [[1.53998046875, 0.8692578125], [1.53998046875, -1.0753125000000001], [3.67150390625, -1.0753125000000001], [3.67150390625, 0.8692578125]]}] \ No newline at end of file diff --git a/kujiale_0040/.thumbs/256x256/kujiale_0040.usda.png b/kujiale_0040/.thumbs/256x256/kujiale_0040.usda.png new file mode 100644 index 0000000000000000000000000000000000000000..5400d6b4a81b019a54b5efa1b57de41a017cd85f --- /dev/null +++ b/kujiale_0040/.thumbs/256x256/kujiale_0040.usda.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:1b641cdcea66dae59df68b49d4255ae0aecf4e0f4f60ed550d2449f383a94dfc +size 99052 diff --git a/kujiale_0040/Materials/BasicShapeMaterial.mdl b/kujiale_0040/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/kujiale_0040/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0040/Materials/MI_5e1427225974ed0001417a72_v2.mdl b/kujiale_0040/Materials/MI_5e1427225974ed0001417a72_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..2945cbf5f338e8af59280ce502f71dd062a75bed --- /dev/null +++ b/kujiale_0040/Materials/MI_5e1427225974ed0001417a72_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5e1427225974ed0001417a72_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0040/Materials/MI_5e142722d849e10001d5fc49_v2.mdl b/kujiale_0040/Materials/MI_5e142722d849e10001d5fc49_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..18388704073ae18e7933eb5719e9c8632059d0a9 --- /dev/null +++ b/kujiale_0040/Materials/MI_5e142722d849e10001d5fc49_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5e142722d849e10001d5fc49_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0040/Materials/MI_60ab8f40c6ff5a0001412abb.mdl b/kujiale_0040/Materials/MI_60ab8f40c6ff5a0001412abb.mdl new file mode 100644 index 0000000000000000000000000000000000000000..57d2bd07a8020c969cb8e95cbcb6c11769945d5a --- /dev/null +++ b/kujiale_0040/Materials/MI_60ab8f40c6ff5a0001412abb.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_60ab8f40c6ff5a0001412abb( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0040/Materials/MI_60c99a8ab1d8ad0001ac991c_v2.mdl b/kujiale_0040/Materials/MI_60c99a8ab1d8ad0001ac991c_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b37da7ca88db9beeccd9e8347e97a09f23a1a58c --- /dev/null +++ b/kujiale_0040/Materials/MI_60c99a8ab1d8ad0001ac991c_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_60c99a8ab1d8ad0001ac991c_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0040/Materials/MI_60e6baa95b896900013df0ec.mdl b/kujiale_0040/Materials/MI_60e6baa95b896900013df0ec.mdl new file mode 100644 index 0000000000000000000000000000000000000000..9d878478415513ad45e46ffd974d4e80c120e9eb --- /dev/null +++ b/kujiale_0040/Materials/MI_60e6baa95b896900013df0ec.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_60e6baa95b896900013df0ec( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0040/Materials/MI_60e6baa9c6ff5a0001f3005d.mdl b/kujiale_0040/Materials/MI_60e6baa9c6ff5a0001f3005d.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a6d50beb20e7607f72a273e94c030fff60eecfe2 --- /dev/null +++ b/kujiale_0040/Materials/MI_60e6baa9c6ff5a0001f3005d.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_60e6baa9c6ff5a0001f3005d( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0040/Materials/MI_Cedar_Veneer_te3ecdyc_2K1.mdl b/kujiale_0040/Materials/MI_Cedar_Veneer_te3ecdyc_2K1.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a677a76be9fa215a22f2fd4ae799c2dd8bf91596 --- /dev/null +++ b/kujiale_0040/Materials/MI_Cedar_Veneer_te3ecdyc_2K1.mdl @@ -0,0 +1,188 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_Cedar_Veneer_te3ecdyc_2K1( + float4 Tiling_Offset = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Tiling/Offset"), + anno::ui_order(2), + anno::in_group("00 - Global") + ]], + float RotationAngle = 0.0 + [[ + anno::display_name("Rotation Angle"), + anno::ui_order(3), + anno::in_group("00 - Global") + ]], + uniform texture_2d Normal = texture_2d("./Textures/Placeholder_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal"), + anno::ui_order(3), + anno::in_group("07 - Texture Maps"), + sampler_normal() + ]], + float NormalStrength = 1.0 + [[ + anno::display_name("Normal Strength"), + anno::ui_order(32), + anno::in_group("05 - Normal") + ]], + uniform texture_2d Albedo = texture_2d("./Textures/DefaultDiffuse.png",::tex::gamma_srgb) + [[ + anno::display_name("Albedo"), + anno::in_group("07 - Texture Maps"), + sampler_color() + ]], + float4 AlbedoControls = float4(1.0,1.0,1.0,0.0) + [[ + anno::display_name("Albedo Controls"), + anno::ui_order(32), + anno::in_group("01 - Albedo") + ]], + float4 AlbedoTint = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Albedo Tint"), + anno::ui_order(1), + anno::in_group("01 - Albedo") + ]], + float4 MetallicControls = float4(1.0,0.0,1.0,1.0) + [[ + anno::display_name("Metallic Controls"), + anno::ui_order(32), + anno::in_group("02 - Metallic") + ]], + uniform texture_2d Metalness = texture_2d("./Textures/BlackPlaceholder.png",::tex::gamma_linear) + [[ + anno::display_name("Metalness"), + anno::ui_order(1), + anno::in_group("07 - Texture Maps"), + sampler_color() + ]], + float BaseSpecular = 0.5 + [[ + anno::display_name("Base Specular"), + anno::ui_order(1), + anno::in_group("03 - Specular") + ]], + float4 Specular_Desaturation = float4(0.5,0.5,0.5,1.0) + [[ + anno::display_name("Specular - Desaturation"), + anno::ui_order(2), + anno::in_group("03 - Specular") + ]], + float SpecularFromAlbedoOverride = 0.0 + [[ + anno::display_name("Specular From Albedo Override"), + anno::ui_order(32), + anno::in_group("03 - Specular") + ]], + float MinRoughness = 0.0 + [[ + anno::display_name("Min Roughness"), + anno::ui_order(32), + anno::in_group("04 - Roughness") + ]], + float MaxRoughness = 1.0 + [[ + anno::display_name("Max Roughness"), + anno::ui_order(1), + anno::in_group("04 - Roughness") + ]], + uniform texture_2d ARD = texture_2d("./Textures/WhitePlaceholder.png",::tex::gamma_linear) + [[ + anno::display_name("ARD"), + anno::description("AO/R/D"), + anno::ui_order(2), + anno::in_group("07 - Texture Maps"), + sampler_color() + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float Local0 = (0.0 * -1.0); + float2 Local1 = (float2(Tiling_Offset.x,Tiling_Offset.y) / 2.0); + float2 Local2 = (Local1 + float2(Tiling_Offset.z,Tiling_Offset.w)); + float2 Local3 = (Local2 * -1.0); + float2 Local4 = (CustomizedUV0_mdl * float2(Tiling_Offset.x,Tiling_Offset.y)); + float2 Local5 = (Local4 + float2(Tiling_Offset.z,Tiling_Offset.w)); + float2 Local6 = (Local3 + Local5); + float Local7 = (RotationAngle * 6.283185); + float Local8 = math::cos(Local7); + float Local9 = math::sin(Local7); + float Local10 = (Local9 * -1.0); + float Local11 = math::dot(Local6, float2(Local8,Local10)); + float Local12 = math::dot(Local6, float2(Local9,Local8)); + float2 Local13 = (Local2 + float2(Local11,Local12)); + float4 Local14 = ::unpack_normal_map(tex::lookup_float4(Normal,float2(Local13.x,1.0-Local13.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local15 = (float2(float3(Local14.x,Local14.y,Local14.z).x,float3(Local14.x,Local14.y,Local14.z).y) * NormalStrength); + float2 Local16 = (Local0 + Local15); + float Local17 = (RotationAngle * -1.0); + float Local18 = (Local17 * 6.283185); + float Local19 = math::cos(Local18); + float Local20 = math::sin(Local18); + float Local21 = (Local20 * -1.0); + float Local22 = math::dot(Local16, float2(Local19,Local21)); + float Local23 = math::dot(Local16, float2(Local20,Local19)); + float2 Local24 = (0.0 + float2(Local22,Local23)); + + float3 Normal_mdl = float3(Local24.x,Local24.y,float3(Local14.x,Local14.y,Local14.z).z); + + float4 Local25 = tex::lookup_float4(Albedo,float2(Local13.x,1.0-Local13.y),tex::wrap_repeat,tex::wrap_repeat); + float Local26 = math::dot(float3(Local25.x,Local25.y,Local25.z), float3(0.3,0.59,0.11)); + float Local27 = (1.0 - AlbedoControls.x); + float3 Local28 = math::lerp(float3(Local25.x,Local25.y,Local25.z),float3(Local26,Local26,Local26),Local27); + float3 Local29 = (Local28 * AlbedoControls.y); + float3 Local30 = (Local29 * float3(AlbedoTint.x,AlbedoTint.y,AlbedoTint.z)); + float3 Local31 = math::pow(math::max(Local30,float3(0.000001)),float3(AlbedoControls.z,AlbedoControls.z,AlbedoControls.z)); + float4 Local32 = tex::lookup_float4(Metalness,float2(Local13.x,1.0-Local13.y),tex::wrap_repeat,tex::wrap_repeat); + float Local33 = (float3(Local32.x,Local32.y,Local32.z).x * MetallicControls.z); + float Local34 = math::round(MetallicControls.x); + float Local35 = math::lerp(MetallicControls.y,Local33,Local34); + float Local36 = math::dot(float3(Local25.x,Local25.y,Local25.z), float3(Specular_Desaturation.x,Specular_Desaturation.y,Specular_Desaturation.z)); + float Local37 = math::saturate(Local36); + float Local38 = (Local37 * 0.5); + float Local39 = math::lerp(BaseSpecular,Local38,SpecularFromAlbedoOverride); + float4 Local40 = tex::lookup_float4(ARD,float2(Local13.x,1.0-Local13.y),tex::wrap_repeat,tex::wrap_repeat); + float Local41 = math::lerp(MinRoughness,MaxRoughness,Local40.y); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local31; + float Metallic_mdl = Local35; + float Specular_mdl = Local39; + float Roughness_mdl = Local41; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0040/Materials/M_BaseMaterial.mdl b/kujiale_0040/Materials/M_BaseMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ed00d16934cd045cadecb7db4bb5dd5ddc8dd3e7 --- /dev/null +++ b/kujiale_0040/Materials/M_BaseMaterial.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0040/Materials/M_BaseMaterial_twosided.mdl b/kujiale_0040/Materials/M_BaseMaterial_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..34a066551136042c8b515bc0777c0e436c62c466 --- /dev/null +++ b/kujiale_0040/Materials/M_BaseMaterial_twosided.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_twosided( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0040/Materials/M_BaseMaterial_v2.mdl b/kujiale_0040/Materials/M_BaseMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..154aecae651add78223e5fe6138f215211f152d3 --- /dev/null +++ b/kujiale_0040/Materials/M_BaseMaterial_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0040/Materials/M_BaseMaterial_v2_twosided.mdl b/kujiale_0040/Materials/M_BaseMaterial_v2_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7d90fc45fb437460e27004b226156b66a976f877 --- /dev/null +++ b/kujiale_0040/Materials/M_BaseMaterial_v2_twosided.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2_twosided( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0040/Materials/M_TranslucentMaterial.mdl b/kujiale_0040/Materials/M_TranslucentMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..0452d78794ea94cb1040fdf3244e688785b52118 --- /dev/null +++ b/kujiale_0040/Materials/M_TranslucentMaterial.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0040/Materials/M_TranslucentMaterial_v2.mdl b/kujiale_0040/Materials/M_TranslucentMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..6cef6519dd94a7d9f305169cecdb1d5512581737 --- /dev/null +++ b/kujiale_0040/Materials/M_TranslucentMaterial_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0040/Materials/OmniUe4Base.mdl b/kujiale_0040/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a441fbaf28040302c7aaabfbcf14b24a85bdf643 --- /dev/null +++ b/kujiale_0040/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/kujiale_0040/Materials/OmniUe4Function.mdl b/kujiale_0040/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..84f4f0da48ff31d03ee611373fe3a4d2e04c9079 --- /dev/null +++ b/kujiale_0040/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/kujiale_0040/Materials/OmniUe4Translucent.mdl b/kujiale_0040/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..483a83004b8f7d5bf820a7905d06ea2d7d5894af --- /dev/null +++ b/kujiale_0040/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/kujiale_0040/Materials/Textures/BlackPlaceholder.png b/kujiale_0040/Materials/Textures/BlackPlaceholder.png new file mode 100644 index 0000000000000000000000000000000000000000..cf498a3f19c07112845752ecd2523a666d8d13b5 --- /dev/null +++ b/kujiale_0040/Materials/Textures/BlackPlaceholder.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid 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.::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float Local19 = math::lerp(0.0,0.5,Local12.y); + float Local20 = math::lerp(0.7,1.0,Local9.y); + float Local21 = math::lerp(Local20,1.0,0.0); + float Local22 = (Local21 * 1.0); + float Local23 = (Local19 + Local22); + float Local24 = math::min(math::max(Local23,0.0),1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local18,Local18,Local18); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Local24; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git 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dictionary Top = { + double3 position = (0, 0, 5) + double radius = 5 + } + string boundCamera = "/OmniverseKit_Persp" + } + dictionary omni_layer = { + string authoring_layer = "./kujiale_0040.usda" + } + dictionary renderSettings = { + double "rtx:post:tonemap:cm2Factor" = 2048 + double "rtx:post:tonemap:exposureTime" = 0.000016666666851961054 + double "rtx:post:tonemap:fNumber" = 2.799999952316284 + double "rtx:reflections:maxRoughness" = 1 + } + } + defaultPrim = "Root" + metersPerUnit = 1 + upAxis = "Z" +) + +def Xform "Root" +{ + def Scope "Meshes" + { + def Scope "kitchen_712" + { + def Xform "range_hood_0000" ( + prepend references = @./Meshes/range_hood_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 0.9631001, 1.0026) + double3 xformOp:translate = (0.9174102300273415, 7.144034179176795, 1.7617212128549675) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "basin_0000" ( + prepend references = @./Meshes/basin_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.3733229064589274, 8.125097610481927, 0.7472380485035975) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0000" ( + prepend references = @./Meshes/bathroom_product_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.38992963788384, 8.220138171843798, 1.0403931656037964) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "microwave_0000" ( + prepend references = @./Meshes/microwave_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0084, 1, 1.2857001) + double3 xformOp:translate = (3.7809749016096976, 8.066809387220243, 1.0804001152814646) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0000" ( + prepend references = @./Meshes/other_cooker_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.9572192840481664, 7.169180603010463, 0.8448352622928823) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0001" ( + prepend references = @./Meshes/other_cooker_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.6900841314941326, 8.208222303446123, 1.2742094955464056) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0002" ( + prepend references = @./Meshes/other_cooker_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.6979264244819926, 7.988733360435161, 1.2640132293995965) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0003" ( + prepend references = @./Meshes/other_cooker_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.7025763980322494, 7.876184880151414, 1.2811012497017753) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0000" ( + prepend references = @./Meshes/cabinet_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.0168, 1, 1) + double3 xformOp:translate = (0.9854978785312407, 7.149303048078625, 0.3981912876345297) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0010" ( + prepend references = @./Meshes/cabinet_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.37318266, 7.413604299999999, 1.2749994949999766) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0000" ( + prepend references = @./Meshes/curtain_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.5944, 0.9940001, 0.5457) + double3 xformOp:translate = (2.661848944971218, 8.375098749239037, 2.0263583031143386) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0011" ( + prepend references = @./Meshes/wine_set_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.121223251374171, 8.152772209186454, 0.9359863586509369) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0004" ( + prepend references = @./Meshes/kitchenware_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.7087387270322734, 8.289774668679653, 1.270587100719752) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0005" ( + prepend references = @./Meshes/kitchenware_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.6983104168230361, 8.09226192681269, 1.284013267575128) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0000" ( + prepend references = @./Meshes/shelf_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.6772668772198788, 8.08921425803605, 1.441736624717324) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "door_0000" ( + prepend references = @./Meshes/door_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.08739688, 7.82990729, 0.4500000085) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0000" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0001" ( + prepend references = @./Meshes/door_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.6592469899999998, 7.82990729, 0.4500000085) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0001" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + } + + def Scope "bathroom_115" + { + def Xform "basin_0001" ( + prepend references = @./Meshes/basin_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.2629001, 1.2629001, 1) + double3 xformOp:translate = (-1.2336197141876006, 3.9130685067275115, 0.817583053315432) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0001" ( + prepend references = @./Meshes/bathroom_product_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.2629001, 1.2629001, 1) + double3 xformOp:translate = (-1.3992993372356508, 3.912586973749961, 1.0510218486805825) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0002" ( + prepend references = @./Meshes/bathroom_product_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.3117001, 1.3064001, 1.1468) + double3 xformOp:translate = (-0.5517371846192378, 5.674990541945937, 1.261525157135569) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0003" ( + prepend references = @./Meshes/bathroom_product_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 0.8966) + double3 xformOp:translate = (-1.215784004518281, 6.3580512864226915, 1.3497087215666714) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0001" ( + prepend references = @./Meshes/cabinet_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.2629001, 1.2629001, 1) + double3 xformOp:translate = (-1.221196289040299, 3.9094410957776224, 0.6209219586485445) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0000" ( + prepend references = @./Meshes/tray_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.2629001, 1.2629001, 1) + double3 xformOp:translate = (-1.2061861846582085, 4.41953495734324, 0.8116996307366195) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cosmetic_0000" ( + prepend references = @./Meshes/cosmetic_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.2629001, 1.2629001, 1) + double3 xformOp:translate = (-1.234527641897133, 4.430885276717036, 0.921437019346602) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cosmetic_0001" ( + prepend references = @./Meshes/cosmetic_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.2629001, 1.2629001, 1) + double3 xformOp:translate = (-1.0883977575678827, 4.427227104109321, 0.9214352951051311) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cosmetic_0002" ( + prepend references = @./Meshes/cosmetic_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.2629001, 1.2629001, 1) + double3 xformOp:translate = (-1.0893882293034862, 4.43001338768515, 0.841826808930526) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cosmetic_0003" ( + prepend references = @./Meshes/cosmetic_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.2629001, 1.2629001, 1) + double3 xformOp:translate = (-1.2399875405116203, 4.428811340547877, 0.8418422698988195) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "mirror_0000" ( + prepend references = @./Meshes/mirror_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.2629001, 1.2629001, 1) + double3 xformOp:translate = (-1.5072722295925138, 3.915563964843367, 1.498617511474576) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0000" ( + prepend references = @./Meshes/daily_equipment_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.2629001, 1.2629001, 1) + double3 xformOp:translate = (-1.1063092041015625, 3.4135302734375, 0.7744367558593438) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0001" ( + prepend references = @./Meshes/daily_equipment_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.2629001, 1.2629001, 1) + double3 xformOp:translate = (-1.2194759310905559, 3.451048943566622, 0.8159678573684863) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0002" ( + prepend references = @./Meshes/daily_equipment_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.4261939552001912, 5.032462502151585, 1.2374653777858193) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0003" ( + prepend references = @./Meshes/daily_equipment_0003.usd@ + ) + { + quatf xformOp:orient = (6.083068e-17, -7.6281835e-18, 0.075287744, -0.99716187) + float3 xformOp:scale = (0.5495, 0.5495, 0.5495) + double3 xformOp:translate = (-0.7139236404417534, 3.360631224408468, 1.3059775202779247) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0001" ( + prepend references = @./Meshes/shelf_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.4704004276086855, 5.044379043513409, 1.428855708114843) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "closestool_0000" ( + prepend references = @./Meshes/closestool_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.1947534715434978, 5.043402501899881, 0.478681763403565) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "livingroom_238" + { + def Xform "cabinet_0002" ( + prepend references = @./Meshes/cabinet_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.8942551338893473, 4.618846851294454, 1.2134542237381267) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0007" ( + prepend references = @./Meshes/cabinet_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 0.7159, 0.9223) + double3 xformOp:translate = (4.5262163661110675, 4.617656921382323, 1.106789693439742) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0013" ( + prepend references = @./Meshes/cabinet_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.56170267, -1.08411477, 0.27126488047409725) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0002" ( + prepend references = @./Meshes/painting_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.1821, 1.1821, 1.1821) + double3 xformOp:translate = (5.402373046875, -2.506733393594851, 1.7003611509126924) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0003" ( + prepend references = @./Meshes/painting_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.1821, 1.1821, 1.1821) + double3 xformOp:translate = (5.402373046875, -1.4824755810948511, 1.7003611509126924) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0004" ( + prepend references = @./Meshes/painting_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.1821, 1.1821, 1.1821) + double3 xformOp:translate = (5.402373046875, -0.45821776859485114, 1.7003611509126924) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0000" ( + prepend references = @./Meshes/flower_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.6979385533560902, 0.8835693204595043, 0.4618466340272026) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0002" ( + prepend references = @./Meshes/flower_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.7798195043642944, -2.9566595306224315, 0.7627150150456662) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0003" ( + prepend references = @./Meshes/flower_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 0.7159, 0.9223) + double3 xformOp:translate = (4.512989906631411, 5.210764835510496, 1.093011559237588) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0000" ( + prepend references = @./Meshes/chandelier_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0627, 1.0627, 1.0627) + double3 xformOp:translate = (3.4350473771757026, -1.3171386802512735, 2.2137346484659264) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "chandelier_0000" + { + over "light_0000" + { + float inputs:specular = 0 + } + } + } + } + + def Xform "chandelier_0003" ( + prepend references = @./Meshes/chandelier_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.6346, 0.6346, 0.6346) + double3 xformOp:translate = (2.6822223429263, 4.687068052276811, 2.30393931098177) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "chandelier_0003" + { + over "light_0000" + { + float inputs:specular = 0 + quatd xformOp:orient = (0.499999978144305, 0.500000021855695, -0.4999999999999995, -0.4999999999999995) + double3 xformOp:scale = (15.757957803602647, 15.757957803602647, 15.757957803602647) + double3 xformOp:translate = (0.0161294937142884, 0.24115943908691406, -413.6144629661262) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + } + + def Xform "chandelier_0004" ( + prepend references = @./Meshes/chandelier_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.142670759183293, 2.4635241146086733, 2.5661831042974463) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "chandelier_0004" + { + over "Light_000" + { + bool treatAsPoint = 0 + } + } + } + } + + def Xform "chandelier_0005" ( + prepend references = @./Meshes/chandelier_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.9173780404263285, 2.46352411, 2.5661831113241083) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "chandelier_0005" + { + over "Light_000" + { + bool treatAsPoint = 0 + } + } + } + } + + def Xform "chandelier_0006" ( + prepend references = @./Meshes/chandelier_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.46814270536483343, 2.4635241475548133, 2.566183108000001) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "chandelier_0006" + { + over "Light_000" + { + bool treatAsPoint = 0 + } + } + } + } + + def Xform "chandelier_0007" ( + prepend references = @./Meshes/chandelier_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.0975493339869953, 2.463524154533842, 2.566183108000001) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "chandelier_0007" + { + over "Light_000" + { + bool treatAsPoint = 0 + } + } + } + } + + def Xform "chandelier_0008" ( + prepend references = @./Meshes/chandelier_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.4721297371780238, 2.4635241248772313, 2.5661831080153163) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "chandelier_0008" + { + over "Light_000" + { + bool treatAsPoint = 0 + } + } + } + } + + def Xform "plate_0000" ( + prepend references = @./Meshes/plate_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.155235363006607, 0.8383349609377632, 0.5579470438604271) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0002" ( + prepend references = @./Meshes/plate_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.1410213700000003, 4.62198788, 0.7853593801362068) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0003" ( + prepend references = @./Meshes/plate_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.14199748, 4.62149898, 0.7983813770351326) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0004" ( + prepend references = @./Meshes/plate_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.1419975, 4.621498470000001, 0.8010643754531013) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0005" ( + prepend references = @./Meshes/plate_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.1467076200000004, 4.01305043, 0.7853593801362068) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0006" ( + prepend references = @./Meshes/plate_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.14768375, 4.01256051, 0.7983813770351326) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0007" ( + prepend references = @./Meshes/plate_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.14768375, 4.01256051, 0.8010643754531013) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0008" ( + prepend references = @./Meshes/plate_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.78599453, 3.69060918, 0.8010643754531013) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0009" ( + prepend references = @./Meshes/plate_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.78599422, 3.69060918, 0.7983813770351326) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0010" ( + prepend references = @./Meshes/plate_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.7864841300000003, 3.69158528, 0.7853593801362068) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0011" ( + prepend references = @./Meshes/plate_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.41121765, 3.99847659, 0.8010643754531013) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0012" ( + prepend references = @./Meshes/plate_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.41121815, 3.9984771, 0.7983813770351326) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0013" ( + prepend references = @./Meshes/plate_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.41219376, 3.99798718, 0.7853593801362068) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0014" ( + prepend references = @./Meshes/plate_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.4065075, 4.60692564, 0.7853593801362068) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0015" ( + prepend references = @./Meshes/plate_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.4055319, 4.60741455, 0.7983813770351326) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0016" ( + prepend references = @./Meshes/plate_0016.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.4055313899999997, 4.60741505, 0.8010643754531013) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0017" ( + prepend references = @./Meshes/plate_0017.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.7667557599999997, 4.9791467, 0.8010643754531013) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0018" ( + prepend references = @./Meshes/plate_0018.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.7667555599999996, 4.97914672, 0.7983813770351326) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0019" ( + prepend references = @./Meshes/plate_0019.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.76626566, 4.97817058, 0.7853593801362068) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0020" ( + prepend references = @./Meshes/plate_0020.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.7482374299999996, 4.3347957, 0.8118448732861091) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0000" ( + prepend references = @./Meshes/tea_set_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.163919470797688, 0.8367614937323833, 0.5912822710571224) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0000" ( + prepend references = @./Meshes/book_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.1556344223278, 0.8338030934598407, 0.523368670677088) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0001" ( + prepend references = @./Meshes/book_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.155620269792876, 0.8337935565881209, 0.5415963914154166) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0008" ( + prepend references = @./Meshes/book_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.59781935, -0.56424025, 0.5720183759531012) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0009" ( + prepend references = @./Meshes/book_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.59781935, -0.56424025, 0.55286588096482) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0010" ( + prepend references = @./Meshes/book_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.27505791, -1.2200733, 0.3953988487070076) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0011" ( + prepend references = @./Meshes/book_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.27589874, -1.21688676, 0.37731270234836495) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0012" ( + prepend references = @./Meshes/book_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.27589874, -1.21688676, 0.3571850511784431) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0013" ( + prepend references = @./Meshes/book_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.53849899, -0.28311713, 0.1963813735820074) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0014" ( + prepend references = @./Meshes/book_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.53849899, -0.28311713, 0.1820738785722418) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0015" ( + prepend references = @./Meshes/book_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.6145339100000002, -1.8815974800000002, 0.29048486987302313) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0016" ( + prepend references = @./Meshes/book_0016.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.6145339100000002, -1.8815974800000002, 0.25653137840817936) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0017" ( + prepend references = @./Meshes/book_0017.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.6145339100000002, -1.8815974800000002, 0.22239938814548404) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0018" ( + prepend references = @./Meshes/book_0018.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.6145339100000002, -1.8815974800000002, 0.18844640343942937) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0000" ( + prepend references = @./Meshes/picture_frame_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.041938436508261, 0.6560452232360687, 0.5951125790678058) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0001" ( + prepend references = @./Meshes/picture_frame_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.929425329618642, 0.6985169753659285, 0.5747798555121874) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0000" ( + prepend references = @./Meshes/table_lamp_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.971251113882201, 0.8174275436944425, 0.8734816703788388) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "table_lamp_0000" + { + over "light_0000" + { + float inputs:intensity = 1000 + float inputs:specular = 0 + } + } + } + + over "Looks" + { + over "MI_60d6f6aac9c5fa00014deea2" + { + over "MI_60e6baa95b896900013df0ec" + { + float inputs:Opacity = 1 + } + } + } + } + + def Xform "table_lamp_0005" ( + prepend references = @./Meshes/table_lamp_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.60314606, -0.57946587, 0.7014648875680914) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0000" ( + prepend references = @./Meshes/table_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.063340194596593, 0.7950840301260604, 0.2574870300278713) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0002" ( + prepend references = @./Meshes/table_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.4192085700000003, -0.8817688300000001, 0.17535424622019116) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0003" ( + prepend references = @./Meshes/table_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.78757977, 4.33216044, 0.3954733664482185) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0002" ( + prepend references = @./Meshes/curtain_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1006, 0.8559, 1.0082) + double3 xformOp:translate = (3.3734764066741354, -3.5641608088227206, 1.396379152747177) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "mirror_0001" ( + prepend references = @./Meshes/mirror_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 0.7159, 0.9223) + double3 xformOp:translate = (4.64076171875, 4.3539892578125, 1.0276527370921675) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0000" ( + prepend references = @./Meshes/wine_set_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.9179602165222169, 4.747553710937494, 1.0735896737214292) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0001" ( + prepend references = @./Meshes/wine_set_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.8246590938566816, 4.697309318542327, 1.0735897500153755) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0002" ( + prepend references = @./Meshes/wine_set_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.8348169136048382, 4.715893745422356, 1.0735897271271917) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0003" ( + prepend references = @./Meshes/wine_set_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.8229823971124398, 5.514867046365792, 1.1642183227552825) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0004" ( + prepend references = @./Meshes/wine_set_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.8229820080144944, 5.418243270883528, 1.1642892150903414) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0005" ( + prepend references = @./Meshes/wine_set_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.8229822655059184, 5.321620897301139, 1.164209373475364) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0006" ( + prepend references = @./Meshes/wine_set_0006.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.8229826374397478, 4.717423358927062, 1.8010825042752219) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0007" ( + prepend references = @./Meshes/wine_set_0007.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.8229825268123946, 4.6208001251315975, 1.8010445251486793) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0008" ( + prepend references = @./Meshes/wine_set_0008.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.8229826183663811, 4.5241765480146405, 1.8010801773098553) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0009" ( + prepend references = @./Meshes/wine_set_0009.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.8664664402023722, 4.969935800575637, 2.1118248825081416) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0010" ( + prepend references = @./Meshes/wine_set_0010.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.8664664497393817, 5.068969503425981, 2.111824890137536) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0000" ( + prepend references = @./Meshes/storage_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.8223121605035978, 3.885578449294738, 1.7872318455817644) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0001" ( + prepend references = @./Meshes/storage_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 0.7159, 0.9223) + double3 xformOp:translate = (4.512349606502542, 5.197331727983239, 1.0099467134258109) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0002" ( + prepend references = @./Meshes/storage_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.5727443700000001, -0.6810154500000001, 0.21550087523239808) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0000" ( + prepend references = @./Meshes/kitchenware_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.890183412578905, 3.7745586027488858, 1.69780021830647) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0001" ( + prepend references = @./Meshes/kitchenware_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.8023928547033553, 3.774557666266028, 1.6978056599722915) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0002" ( + prepend references = @./Meshes/kitchenware_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.8901830368468638, 3.6885124430267338, 1.6978148190605442) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0003" ( + prepend references = @./Meshes/kitchenware_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.802393274329241, 3.688513385269637, 1.697802554808689) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0000" ( + prepend references = @./Meshes/ornament_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.8550024944242077, 5.404821548910761, 2.0582881394085755) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0001" ( + prepend references = @./Meshes/ornament_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.8334950027843161, 5.429294473649057, 1.6269101181034413) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0004" ( + prepend references = @./Meshes/ornament_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.6152137, -0.32877634, 0.6648910786342537) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0005" ( + prepend references = @./Meshes/ornament_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.57633705, -1.79150836, 0.5794593812323983) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0006" ( + prepend references = @./Meshes/ornament_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.52248921, -0.48667747, 0.5220036040048592) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0007" ( + prepend references = @./Meshes/ornament_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.4930695400000005, -0.65969423, 0.5104455022958747) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0008" ( + prepend references = @./Meshes/ornament_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.35181888, -0.88159127, 0.4194531998163825) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0009" ( + prepend references = @./Meshes/ornament_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.6192812900000002, -1.5519925900000002, 0.2558618727323981) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0010" ( + prepend references = @./Meshes/ornament_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.6192678, -1.47074208, 0.2558613807323981) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0011" ( + prepend references = @./Meshes/ornament_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.53616374, -0.27192001000000005, 0.2665433692275153) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0012" ( + prepend references = @./Meshes/ornament_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.56809287, -0.6810357100000001, 0.3035403782558356) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0002" ( + prepend references = @./Meshes/cup_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.9534833700000003, 3.825351, 0.8838933750185309) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0003" ( + prepend references = @./Meshes/cup_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.89610216, 3.87924104, 0.880585881877906) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0004" ( + prepend references = @./Meshes/cup_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.95905188, 4.12266846, 0.880585881877906) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0005" ( + prepend references = @./Meshes/cup_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.54595997, 3.83098796, 0.8838933750185309) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0006" ( + prepend references = @./Meshes/cup_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.59985, 3.8883691700000003, 0.880585881877906) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0007" ( + prepend references = @./Meshes/cup_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.5941637400000004, 4.49730761, 0.880585881877906) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0008" ( + prepend references = @./Meshes/cup_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.54027371, 4.439925860000001, 0.8838933750185309) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0009" ( + prepend references = @./Meshes/cup_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.01294193, 4.18004915, 0.8838933750185309) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0010" ( + prepend references = @./Meshes/cup_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.00725567, 4.7889876099999995, 0.8838933750185309) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0011" ( + prepend references = @./Meshes/cup_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.95336563, 4.7316059, 0.880585881877906) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0012" ( + prepend references = @./Meshes/cup_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.6566484200000002, 4.79051485, 0.880585881877906) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0013" ( + prepend references = @./Meshes/cup_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.5992669200000003, 4.844404910000001, 0.8838933750185309) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0002" ( + prepend references = @./Meshes/chair_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.83589311, 3.2904263900000004, 0.4985848818661873) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0003" ( + prepend references = @./Meshes/chair_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.04539187, 3.97861451, 0.4985848818661873) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0004" ( + prepend references = @./Meshes/chair_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.01104604, 4.66778942, 0.4985848818661873) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0005" ( + prepend references = @./Meshes/chair_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.49645319, 4.7135505, 0.4985848818661873) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0006" ( + prepend references = @./Meshes/chair_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.5312342500000002, 3.97776755, 0.4985848818661873) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0007" ( + prepend references = @./Meshes/chair_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.80514227, 5.395727819999999, 0.4985848818661873) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0001" ( + prepend references = @./Meshes/television_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8259001, 0.8259001, 0.8259001) + double3 xformOp:translate = (1.350542398970318, -1.062860102929048, 1.564083991491859) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_60e3d75b7d6a6300013c9f9d" + { + over "MI_60e6baa9c6ff5a0001f3005d" + { + float4 inputs:Metallic_Color = (0, 0, 0, 1) + float4 inputs:Specular_Color = (1, 1, 1, 1) + } + } + } + } + + def Xform "pillow_0004" ( + prepend references = @./Meshes/pillow_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (4.822651946785284, -2.8477127384243786, 0.5871499745083215) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0005" ( + prepend references = @./Meshes/pillow_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (4.822651078980093, -0.433670883614904, 0.587520950317595) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0006" ( + prepend references = @./Meshes/pillow_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (4.822651773255363, -0.17462999833554604, 0.5875772359164736) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0007" ( + prepend references = @./Meshes/pillow_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (4.867205394669653, -1.075854232132093, 0.5396877288723899) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0008" ( + prepend references = @./Meshes/pillow_0008.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (4.8672036742334095, -1.8356616814677198, 0.5393554687360713) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0009" ( + prepend references = @./Meshes/pillow_0009.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 0.7159, 0.9223) + double3 xformOp:translate = (4.547753166060391, 4.351814094612401, 0.6528877027895765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0000" ( + prepend references = @./Meshes/sofa_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (4.477166993902337, -1.5155427575589642, 0.46607595858957457) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cushion_0000" ( + prepend references = @./Meshes/cushion_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 0.7159, 0.9223) + double3 xformOp:translate = (4.519414062499968, 4.180156372070314, 0.459851732267366) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fork_0000" ( + prepend references = @./Meshes/fork_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.18832115, 4.42105758, 0.7925738800961679) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fork_0001" ( + prepend references = @./Meshes/fork_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.18125003, 4.45782436, 0.7953588815986091) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fork_0002" ( + prepend references = @./Meshes/fork_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.18693629, 3.8488864, 0.7953588815986091) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fork_0003" ( + prepend references = @./Meshes/fork_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.1940074, 3.81211983, 0.7925738800961679) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fork_0004" ( + prepend references = @./Meshes/fork_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.62232011, 3.6513566400000004, 0.7953588815986091) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fork_0005" ( + prepend references = @./Meshes/fork_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.5855535400000003, 3.64428555, 0.7925738800961679) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fork_0006" ( + prepend references = @./Meshes/fork_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.37196511, 4.1621512, 0.7953588815986091) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fork_0007" ( + prepend references = @./Meshes/fork_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.3648945, 4.19891778, 0.7925738800961679) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fork_0008" ( + prepend references = @./Meshes/fork_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.36627885, 4.771089150000001, 0.7953588815986091) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fork_0009" ( + prepend references = @./Meshes/fork_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.35920824, 4.80785624, 0.7925738800961679) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fork_0010" ( + prepend references = @./Meshes/fork_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.93043017, 5.01839923, 0.7953588815986091) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fork_0011" ( + prepend references = @./Meshes/fork_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.96719674, 5.02547036, 0.7925738800961679) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spoon_0000" ( + prepend references = @./Meshes/spoon_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.18228771, 4.23355472, 0.7956498841196052) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spoon_0001" ( + prepend references = @./Meshes/spoon_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.21923431, 4.198803750000001, 0.7922153746362068) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spoon_0002" ( + prepend references = @./Meshes/spoon_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.00698847, 3.65600573, 0.7956498841196052) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spoon_0003" ( + prepend references = @./Meshes/spoon_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.97223796, 3.61905863, 0.7922153746362068) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spoon_0004" ( + prepend references = @./Meshes/spoon_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.3396670900000003, 3.81223335, 0.7922153746362068) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spoon_0005" ( + prepend references = @./Meshes/spoon_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.37661369, 3.7774828200000004, 0.7956498841196052) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spoon_0006" ( + prepend references = @./Meshes/spoon_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.37138302, 4.45800516, 0.7874808842348396) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spoon_0007" ( + prepend references = @./Meshes/spoon_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.37092743, 4.38642094, 0.7956498841196052) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spoon_0008" ( + prepend references = @./Meshes/spoon_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.3339808300000002, 4.42117156, 0.7922153746362068) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spoon_0009" ( + prepend references = @./Meshes/spoon_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.5457618, 5.01375067, 0.7956498841196052) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spoon_0010" ( + prepend references = @./Meshes/spoon_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.5805123300000004, 5.05069725, 0.7922153746362068) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spoon_0011" ( + prepend references = @./Meshes/spoon_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.17660145, 4.84249273, 0.7956498841196052) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spoon_0012" ( + prepend references = @./Meshes/spoon_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.21354805, 4.8077422, 0.7922153746362068) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "knife_0000" ( + prepend references = @./Meshes/knife_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.1818326100000003, 4.16197089, 0.7874808842348396) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "knife_0001" ( + prepend references = @./Meshes/knife_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.93540461, 3.65646031, 0.7874808842348396) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "knife_0002" ( + prepend references = @./Meshes/knife_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.37706928, 3.8490667000000003, 0.7874808842348396) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "knife_0003" ( + prepend references = @./Meshes/knife_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.37138302, 4.45800516, 0.7874808842348396) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "knife_0004" ( + prepend references = @./Meshes/knife_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.61734568, 5.01329557, 0.7874808842348396) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "knife_0005" ( + prepend references = @./Meshes/knife_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.1761463500000002, 4.7709088500000005, 0.7874808842348396) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fruit_0000" ( + prepend references = @./Meshes/fruit_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.8262082900000003, 4.31228388, 0.8429588896738043) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fruit_0001" ( + prepend references = @./Meshes/fruit_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.77413936, 4.33343006, 0.8855593803593513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fruit_0002" ( + prepend references = @./Meshes/fruit_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.6778082999999997, 4.35944505, 0.8403648775585701) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fruit_0003" ( + prepend references = @./Meshes/fruit_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.80398798, 4.38035757, 0.836466378657203) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fruit_0004" ( + prepend references = @./Meshes/fruit_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.7465496000000003, 4.34574662, 0.821424885650367) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fruit_0005" ( + prepend references = @./Meshes/fruit_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.76768753, 4.2758670500000004, 0.8315978915282967) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fruit_0006" ( + prepend references = @./Meshes/fruit_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.6998521899999997, 4.29032883, 0.8337418800751717) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fruit_0007" ( + prepend references = @./Meshes/fruit_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.74167084, 4.4133266099999995, 0.8408328872021247) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bedroom_833135732" + { + def Xform "cabinet_0003" ( + prepend references = @./Meshes/cabinet_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.8315893554235413, 0.49787118474435355, 0.17999945418937216) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0004" ( + prepend references = @./Meshes/cabinet_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.8310858153844788, -2.205672821603303, 0.17999945418937216) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0006" ( + prepend references = @./Meshes/cabinet_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.8638, 0.9366, 0.7547) + double3 xformOp:translate = (0.19031207397398248, 1.3468907780645965, 0.9999995643433109) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0012" ( + prepend references = @./Meshes/cabinet_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.7110582600000002, -0.88464508, 0.2731239960468513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0000" ( + prepend references = @./Meshes/painting_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.6306, 0.6306, 0.6306) + double3 xformOp:translate = (1.088311767578125, -0.48538635253906254, 1.5617782491531074) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0001" ( + prepend references = @./Meshes/painting_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.6306, 0.6306, 0.6306) + double3 xformOp:translate = (1.088311767578125, -1.158338623046875, 1.5617782491531074) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0001" ( + prepend references = @./Meshes/flower_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.68740004, 0.68740004, 0.68740004) + double3 xformOp:translate = (0.6225034361310877, -2.9955678203209017, 0.7999299381354877) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0002" ( + prepend references = @./Meshes/chandelier_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.6531, 0.6531, 0.6531) + double3 xformOp:translate = (-0.47938911789368255, -0.9491259365047249, 2.4166223359622863) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0002" ( + prepend references = @./Meshes/book_0002.usd@ + ) + { + quatf xformOp:orient = (0.22129455, -0, 0, 0.97520703) + float3 xformOp:scale = (0.8113677, 0.8113677, 0.81140006) + double3 xformOp:translate = (0.7192011384887036, 0.5473363237851292, 0.4022284506086833) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0003" ( + prepend references = @./Meshes/book_0003.usd@ + ) + { + quatf xformOp:orient = (0.22129455, -0, 0, 0.97520703) + float3 xformOp:scale = (0.8113677, 0.8113677, 0.81140006) + double3 xformOp:translate = (0.7207198844211865, 0.5407603050529977, 0.3753605761754497) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0004" ( + prepend references = @./Meshes/book_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.7118201370243997, -3.0751879882643083, 0.7822850947388242) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0005" ( + prepend references = @./Meshes/book_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.6922390136720304, -3.0703907051046126, 0.760782492637589) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0006" ( + prepend references = @./Meshes/book_0006.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8477, 0.8477, 1) + double3 xformOp:translate = (-1.7696173548953753, -0.3844811171335998, 0.5770187411931461) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0007" ( + prepend references = @./Meshes/book_0007.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8477, 0.8477, 1) + double3 xformOp:translate = (-1.7724759167044506, -0.38223601385193845, 0.5521454420731411) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0001" ( + prepend references = @./Meshes/table_lamp_0001.usd@ + ) + { + quatf xformOp:orient = (0.22129455, -0, 0, 0.97520703) + float3 xformOp:scale = (0.8113677, 0.8113677, 0.81140006) + double3 xformOp:translate = (0.8781100144227628, -2.295145670803955, 0.6120061629366891) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0002" ( + prepend references = @./Meshes/table_lamp_0002.usd@ + ) + { + quatf xformOp:orient = (0.22129455, -0, 0, 0.97520703) + float3 xformOp:scale = (0.8113677, 0.8113677, 0.81140006) + double3 xformOp:translate = (0.8822518601258879, 0.5008629351530762, 0.6239857762529636) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0003" ( + prepend references = @./Meshes/curtain_0003.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.8151, 0.8559, 1.0082) + double3 xformOp:translate = (-0.4138453870965805, -3.4857522214711003, 1.3963791527471765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "curtain_0003" + { + over "mesh_0000" + { + over "SM_Clutter_0005_Part_0000_216" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0007" + { + over "SM_Clutter_0004_Part_0000_223" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + } + } + + over "Looks" + { + def Material "Surface_01" + { + token outputs:mdl:displacement.connect = + token outputs:mdl:surface.connect = + token outputs:mdl:volume.connect = + + def Shader "Shader" + { + uniform token info:implementationSource = "sourceAsset" + uniform asset info:mdl:sourceAsset = @OmniSurface.mdl@ + uniform token info:mdl:sourceAsset:subIdentifier = "OmniSurface" + bool inputs:enable_diffuse_transmission = 1 + float inputs:subsurface_weight = 0.099999994 + token outputs:out ( + renderType = "material" + ) + } + } + } + } + + def Xform "ornament_0002" ( + prepend references = @./Meshes/ornament_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8477, 0.8477, 1) + double3 xformOp:translate = (-1.780751266246895, -0.3303168792452959, 0.6286697062078582) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0000" ( + prepend references = @./Meshes/cup_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.7037318180413974, -3.07544563428142, 0.8467977847714692) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0000" ( + prepend references = @./Meshes/chair_0000.usd@ + ) + { + quatf xformOp:orient = (0.20141937, -0, 0, -0.9795051) + float3 xformOp:scale = (1.0000432, 1.0000432, 1) + double3 xformOp:translate = (-0.8149999854859248, -2.9278960002927934, 0.3911578256079354) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0000" ( + prepend references = @./Meshes/television_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.5837, 0.5837, 0.5837) + double3 xformOp:translate = (-1.9046245592034081, -0.9474546894370808, 1.0633444668228615) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_60e3d75b7d6a6300013c9f9d" + { + over "MI_60e6baa9c6ff5a0001f3005d" + { + float4 inputs:Metallic_Color = (0, 0, 0, 1) + float4 inputs:Specular_Color = (1, 1, 1, 1) + } + } + } + } + + def Xform "bedding_0000" ( + prepend references = @./Meshes/bedding_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 0.91520005, 1) + double3 xformOp:translate = (0.03691034805382132, -0.8446976925920509, 0.4252167318208374) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0000" ( + prepend references = @./Meshes/pillow_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 0.91520005, 1) + double3 xformOp:translate = (0.5681919736921097, -0.4587504898080987, 0.38054525831064123) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0001" ( + prepend references = @./Meshes/pillow_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 0.91520005, 1) + double3 xformOp:translate = (0.8746927743086392, -1.2063381209483925, 0.671038028467813) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0002" ( + prepend references = @./Meshes/pillow_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 0.91520005, 1) + double3 xformOp:translate = (0.8818814009693812, -0.4415206432862885, 0.7030916630671815) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0000" ( + prepend references = @./Meshes/bed_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 0.91520005, 1) + double3 xformOp:translate = (0.06373206949742541, -0.8539010620562626, 0.5267469787495814) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "desk_0000" ( + prepend references = @./Meshes/desk_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.596672475269296, -2.704451825060798, 0.9941987919727262) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bedroom_833130626" + { + def Xform "cabinet_0005" ( + prepend references = @./Meshes/cabinet_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-0.979, 0.9366, 0.7547) + double3 xformOp:translate = (-4.387897436522398, 1.3468907780645965, 0.9999995643433112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0008" ( + prepend references = @./Meshes/cabinet_0008.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 0.8513, 1) + double3 xformOp:translate = (-5.186301120563618, -2.202632725608681, 0.274582916230479) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0009" ( + prepend references = @./Meshes/cabinet_0009.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-1, 0.8513, 1) + double3 xformOp:translate = (-5.186301120599085, 0.6553225356207953, 0.274582916230479) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0011" ( + prepend references = @./Meshes/cabinet_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.8, 0.8, 0.8) + double3 xformOp:translate = (-2.35349142, -0.84487502, 0.17758632999998103) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0001" ( + prepend references = @./Meshes/chandelier_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.6531, 0.6531, 0.6531) + double3 xformOp:translate = (-3.719993325857795, -0.6784018734264828, 2.4166223359622863) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0001" ( + prepend references = @./Meshes/plate_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 0.8513, 1) + double3 xformOp:translate = (-5.107680698160744, -2.058024902343732, 0.5546192195261077) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0003" ( + prepend references = @./Meshes/table_lamp_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 0.8513, 1) + double3 xformOp:translate = (-5.192711312957939, -2.204694473212806, 0.8675623639135974) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0004" ( + prepend references = @./Meshes/table_lamp_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-1, 0.8513, 1) + double3 xformOp:translate = (-5.192711313033734, 0.6573842926542139, 0.8684450930649199) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0001" ( + prepend references = @./Meshes/table_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.4325926200000003, -2.68057571, 0.43259257980759364) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_lamp_0000" ( + prepend references = @./Meshes/floor_lamp_0000.usd@ + ) + { + quatf xformOp:orient = (0.9238795, -0, 0, 0.38268343) + float3 xformOp:scale = (0.80666745, 0.80666745, 0.8066) + double3 xformOp:translate = (-4.937407050354255, -2.785069885796669, 0.7820905933260152) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0001" ( + prepend references = @./Meshes/curtain_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.8799, 0.8559, 1.0082) + double3 xformOp:translate = (-3.789602659174652, -3.5641608088227206, 1.3963791527471767) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "curtain_0001" + { + over "mesh_0000" + { + over "SM_Clutter_0005_Part_0000_216" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0007" + { + over "SM_Clutter_0004_Part_0000_223" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + } + } + } + + def Xform "ornament_0003" ( + prepend references = @./Meshes/ornament_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.2188111200000002, -2.83276883, 0.9417970398163824) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0001" ( + prepend references = @./Meshes/cup_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 0.8513, 1) + double3 xformOp:translate = (-5.107679150518118, -2.0520451687479504, 0.5743969597170452) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0001" ( + prepend references = @./Meshes/chair_0001.usd@ + ) + { + quatf xformOp:orient = (0.3171761, -0, 0, 0.94836664) + float3 xformOp:scale = (1.000002, 1.000002, 1) + double3 xformOp:translate = (-4.239391564862693, -2.8969486007985012, 0.5367122683766062) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0002" ( + prepend references = @./Meshes/television_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.7437, 0.7437, 0.7437) + double3 xformOp:translate = (-2.1818590604332684, -0.8260621252240342, 1.2300098152439622) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0003" ( + prepend references = @./Meshes/pillow_0003.usd@ + ) + { + quatf xformOp:orient = (0.3171761, -0, 0, 0.94836664) + float3 xformOp:scale = (1.000002, 1.000002, 1) + double3 xformOp:translate = (-4.323968536949606, -3.002999156744949, 0.576995761607696) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0010" ( + prepend references = @./Meshes/pillow_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.7049154, -0.98442988, 0.501185051831031) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0011" ( + prepend references = @./Meshes/pillow_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.80366991, -1.1607690800000001, 0.49985809993894115) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0012" ( + prepend references = @./Meshes/pillow_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.81879691, -0.40301774, 0.5004023625634528) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0013" ( + prepend references = @./Meshes/pillow_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.07314341, -1.17589745, 0.5306588459716559) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0014" ( + prepend references = @./Meshes/pillow_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.071772930000001, -0.37792431000000004, 0.5422591046386482) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0015" ( + prepend references = @./Meshes/pillow_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.18238493, -0.33298844000000005, 0.4681577553661872) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0016" ( + prepend references = @./Meshes/pillow_0016.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.18156641, -1.16632044, 0.4679170167089607) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0001" ( + prepend references = @./Meshes/bed_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.27394941, -0.79818624, 0.3952266470400154) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "stool_0000" ( + prepend references = @./Meshes/stool_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.8717699984356115, -2.840881894890093, 0.18998562612114678) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "wall" + { + def Xform "wall_0000" ( + prepend references = @./Meshes/wall_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-1.2582002, 1, 1) + double3 xformOp:translate = (1.34731201171875, -0.8811090087890625, 1.374999499999969) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0001" ( + prepend references = @./Meshes/wall_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.729775505065918, 6.315339965820312, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0002" ( + prepend references = @./Meshes/wall_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, -3.7631100463867186, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0003" ( + prepend references = @./Meshes/wall_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-5.53, -1.001060028076172, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0004" ( + prepend references = @./Meshes/wall_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.252550048828125, 2.523159942626953, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0005" ( + prepend references = @./Meshes/wall_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.5513100051879883, 5.893865051269532, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0006" ( + prepend references = @./Meshes/wall_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.350620002746582, 3.2135299682617187, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0007" ( + prepend references = @./Meshes/wall_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.2173099899291993, -0.9351549530029297, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0008" ( + prepend references = @./Meshes/wall_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (5.165020141601563, 1.7668899536132814, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0009" ( + prepend references = @./Meshes/wall_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.6487399291992189, 5.183674926757813, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0010" ( + prepend references = @./Meshes/wall_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.1533951568603515, 1.7668900299072265, 1.3999757966771722) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0011" ( + prepend references = @./Meshes/wall_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.0418599700927733, -1.0010549926757812, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0012" ( + prepend references = @./Meshes/wall_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.3731904220581055, 8.52010009765625, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0013" ( + prepend references = @./Meshes/wall_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.788240051269532, 4.038165130615234, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0014" ( + prepend references = @./Meshes/wall_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.200969848632813, 7.480670166015625, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0015" ( + prepend references = @./Meshes/wall_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.6116654586791992, 7.027919921875, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0016" ( + prepend references = @./Meshes/wall_0016.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (5.53, -1.001060028076172, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "ceiling" + { + def Xform "ceiling_0000" ( + prepend references = @./Meshes/ceiling_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.3465, 1.3197, 0.6161) + double3 xformOp:translate = (3.3733553988566456, -0.8949900578934752, 2.6999184002093735) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0001" ( + prepend references = @./Meshes/ceiling_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.806, 1.2929, 0.6161) + double3 xformOp:translate = (2.6664875439033677, 4.67573814104935, 2.6999184002093735) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0002" ( + prepend references = @./Meshes/ceiling_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.3466, 1.0488, 0.6161) + double3 xformOp:translate = (-3.7926275934054927, -0.9017057560440964, 2.6999184002093735) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0003" ( + prepend references = @./Meshes/ceiling_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.349, 0.97360003, 0.6161) + double3 xformOp:translate = (-0.41490792778246965, -0.9106547281666377, 2.6999184002093743) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0004" ( + prepend references = @./Meshes/ceiling_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (2.1122, 0.2669, 1.6667001) + double3 xformOp:translate = (0.7691827392578126, 2.51882080078125, 2.699999166649913) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0005" ( + prepend references = @./Meshes/ceiling_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.5004, 0.10000001, 0.49340004) + double3 xformOp:translate = (3.00521728515625, 1.76588134765625, 2.699999228128634) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0006" ( + prepend references = @./Meshes/ceiling_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0352, 0.5442, 0.5442) + double3 xformOp:translate = (2.3731927275390716, 7.420674056352036, 2.412655602394789) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0007" ( + prepend references = @./Meshes/ceiling_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0352, 0.5442, 0.5442) + double3 xformOp:translate = (2.2173614933098613, 7.339333172164987, 2.377974943906551) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "ceiling_0007" + { + over "Light_000" + { + float inputs:specular = 0 + } + } + } + } + + def Xform "ceiling_0008" ( + prepend references = @./Meshes/ceiling_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.5922, 1.0079, 1) + double3 xformOp:translate = (-0.5516634569091957, 5.093674675550201, 2.4290152981424518) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0009" ( + prepend references = @./Meshes/ceiling_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.5516635742187501, 5.093674804687501, 2.8000000000000003) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0010" ( + prepend references = @./Meshes/ceiling_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.1387236328124999, 1.2761181640625001, 2.8000000000000003) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0011" ( + prepend references = @./Meshes/ceiling_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.3731918945312502, 7.42067138671875, 2.8000000000000003) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0012" ( + prepend references = @./Meshes/ceiling_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.4122734985351562, -1.0010575561523438, 2.8000000000000003) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0013" ( + prepend references = @./Meshes/ceiling_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.788877929687501, -1.0010575561523438, 2.8000000000000003) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0014" ( + prepend references = @./Meshes/ceiling_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 2.3754949951171875, 2.85) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "other" + { + def Xform "door_handle_0000" ( + prepend references = @./Meshes/door_handle_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.6410625104902068, -3.729505139347919, 1.5065041234138112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0000" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0001" ( + prepend references = @./Meshes/door_handle_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.6629371232988558, -3.690506115910419, 1.5065041234138112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0001" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0002" ( + prepend references = @./Meshes/door_handle_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.7427949113847934, -3.808507555964581, 1.5065041234138112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0002" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0003" ( + prepend references = @./Meshes/door_handle_0003.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.046796376228543, -3.847509020808331, 1.5065041234138112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0003" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0004" ( + prepend references = @./Meshes/door_handle_0004.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.239312022208956, -3.808505114558331, 1.5065041234138112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0004" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0005" ( + prepend references = @./Meshes/door_handle_0005.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.4185625104902067, -3.847506579402081, 1.5065041234138112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0005" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0006" ( + prepend references = @./Meshes/door_handle_0006.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.3560625104902067, -3.847506579402081, 1.5065041234138112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0006" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0007" ( + prepend references = @./Meshes/door_handle_0007.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.5353117780683316, -3.808507555964581, 1.5065041234138112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0007" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "doorsill_0000" ( + prepend references = @./Meshes/doorsill_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.07458999633789062, 3.219427368164063, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0001" ( + prepend references = @./Meshes/doorsill_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.4218575134277345, 1.7668911132812504, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0002" ( + prepend references = @./Meshes/doorsill_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.6618583984375, 1.7668911743164062, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0003" ( + prepend references = @./Meshes/doorsill_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.4852649536132816, 6.321242431640626, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0004" ( + prepend references = @./Meshes/doorsill_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.794144287109375, 2.586890014648438, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "door_0002" ( + prepend references = @./Meshes/door_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.4218589700000002, 1.75650188, 1.0554995009999764) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0002" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0003" ( + prepend references = @./Meshes/door_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.66185925, 1.7564979, 1.0554995009999764) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0003" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0004" ( + prepend references = @./Meshes/door_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.07458985, 3.2382672500000003, 1.0679994929999768) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0004" + { + over "group_0001" + { + token visibility = "invisible" + + over "mesh_0033" + { + over "SM_Door_0630" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + } + + over "physics_constraint_0001" + { + token visibility = "invisible" + } + } + } + + over "Looks" + { + def Material "Glass_01" + { + token outputs:mdl:displacement.connect = + token outputs:mdl:surface.connect = + token outputs:mdl:volume.connect = + + def Shader "Shader" + { + uniform token info:implementationSource = "sourceAsset" + uniform asset info:mdl:sourceAsset = @OmniGlass.mdl@ + uniform token info:mdl:sourceAsset:subIdentifier = "OmniGlass" + float inputs:normal_map_strength = 0.22 + asset inputs:normal_map_texture = @./Materials/Textures/Glass_Normal01.jpeg@ ( + colorSpace = "auto" + ) + token outputs:out ( + renderType = "material" + ) + } + } + } + } + + def Xform "door_0005" ( + prepend references = @./Meshes/door_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.48526543, 6.32124268, 1.0559995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0005" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "physics_constraint_0003" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + + over "group_0003" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0006" ( + prepend references = @./Meshes/door_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.76319371, 2.5868911100000003, 1.0779994999999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0006" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "window_0000" ( + prepend references = @./Meshes/window_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.37458984, 7.07747927, 1.4999995299999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0001" ( + prepend references = @./Meshes/window_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.6747937100000003, 8.48215701, 1.4999995299999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0002" ( + prepend references = @./Meshes/window_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.48906287, -3.69150628, 1.5004132062890387) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0003" ( + prepend references = @./Meshes/window_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.89479486, -3.8465066500000002, 1.5004132062890387) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0004" ( + prepend references = @./Meshes/window_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.3873120599999997, -3.84650628, 1.5004132062890387) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "floor" + { + def Xform "floor_0000" ( + prepend references = @./Meshes/floor_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.1387236328124999, 1.2761181640625001, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0001" ( + prepend references = @./Meshes/floor_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.7888779296875006, -1.0010576171874999, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0002" ( + prepend references = @./Meshes/floor_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.4122734374999999, -1.0010576171874999, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_5a326c5e4a4d2c2989425879_v2" + { + over "MI_5e142722d849e10001d5fc49_v2" + { + float inputs:MetallicFalloffFloat = 0 + float inputs:MetallicFalloffValue1Type = 0 + float inputs:MetallicIsTexType = 0 + float inputs:RoughnessFloat = 0.2 + float inputs:SpecularFloat = 0.5 + } + } + } + } + + def Xform "floor_0003" ( + prepend references = @./Meshes/floor_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.5516635742187501, 5.093674804687501, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0004" ( + prepend references = @./Meshes/floor_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.3731918945312502, 7.42067138671875, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0005" ( + prepend references = @./Meshes/floor_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0, 2.3754949951171875, -0.30000500000023755) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + + def "Rendering" + { + def "Lights" + { + def DistantLight "DirectionalLight" + { + float angle = 3.4557 + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + color3f color = (1, 1, 1) + float colorTemperature = 6500 + bool enableColorTemperature = 0 + float inputs:angle = 3.4557 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 1989.4366 + bool inputs:normalize = 0 + float inputs:specular = 1 + float intensity = 1989.4366 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DistantLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (0.8329181517097843, 0.5306274134230932, -0.0844123039702295, -0.13250080609080095) + double3 xformOp:scale = (2.5, 2.5, 2.5) + double3 xformOp:translate = (3.0316340222277045, -2.698528441312683, 2.0000000174652635) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def DomeLight "DomeLight" ( + prepend apiSchemas = ["ShapingAPI"] + ) + { + float inputs:intensity = 1000 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness + float inputs:shaping:focus + color3f inputs:shaping:focusTint + asset inputs:shaping:ies:file + asset inputs:texture:file = @./limpopo_golf_course_4k.hdr@ + token inputs:texture:format = "latlong" + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0, 0, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } +} + diff --git a/kujiale_0040/limpopo_golf_course_4k.hdr b/kujiale_0040/limpopo_golf_course_4k.hdr new file mode 100644 index 0000000000000000000000000000000000000000..69a8064f5ce4ae974f68c4a95a85731b92b82c23 --- /dev/null +++ b/kujiale_0040/limpopo_golf_course_4k.hdr @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d8c4f77cd64dae23dc7cc32665b6bcbc370716d3c99e255bf9359b6225862f36 +size 26179131 diff --git a/kujiale_0040/rooms.json b/kujiale_0040/rooms.json new file mode 100644 index 0000000000000000000000000000000000000000..2b50f23ecf194091abaf1e065670741a0a1e011a --- /dev/null +++ b/kujiale_0040/rooms.json @@ -0,0 +1 @@ +[{"room_type": "living room", "polygon": [[4.2009736328125005, 6.20124267578125], [0.66541015625, 6.20124267578125], [0.66541015625, 3.159427490234375], [-1.6487371826171875, 3.159427490234375], [-3.1384509277343753, 3.159427490234375], [-3.1384509277343753, 1.8868912353515626], [-2.0418590087890625, 1.8868912353515626], [1.3373121337890626, 1.8868912353515626], [1.3373121337890626, -3.64900634765625], [5.4158974609375, -3.64900634765625], [5.4158974609375, 1.6468912353515626], [4.6741445312500005, 1.6468912353515626], [4.6741445312500005, 6.20124267578125]]}, {"room_type": "bedroom", "polygon": [[-2.16185888671875, -3.64900634765625], [-2.16185888671875, 1.6468912353515626], [-3.258450927734375, 1.6468912353515626], [-5.4158974609375, 1.6468912353515626], [-5.4158974609375, -3.64900634765625]]}, {"room_type": "bedroom", "polygon": [[1.0973121337890626, -3.64900634765625], [1.0973121337890626, 1.6468912353515626], [-1.9218590087890626, 1.6468912353515626], [-1.9218590087890626, -3.64900634765625]]}, {"room_type": "bathroom", "polygon": [[0.42541015625, 6.32124267578125], [0.42541015625, 6.84375], [0.42541015625, 6.9079228515625], [-1.5287371826171876, 6.9079228515625], [-1.5287371826171876, 3.279427490234375], [0.42541015625, 3.279427490234375]]}, {"room_type": "kitchen", "polygon": [[0.66541015625, 6.84375], [0.66541015625, 6.44124267578125], [4.0809736328125, 6.44124267578125], [4.0809736328125, 8.4001005859375], [0.66541015625, 8.4001005859375], [0.66541015625, 7.0279228515625]]}] \ No newline at end of file diff --git a/kujiale_0042/.thumbs/256x256/kujiale_0042.usda.png b/kujiale_0042/.thumbs/256x256/kujiale_0042.usda.png new file mode 100644 index 0000000000000000000000000000000000000000..fcb47a4ae6d9efa4bfcfe3da98e91c01586047e0 --- /dev/null +++ b/kujiale_0042/.thumbs/256x256/kujiale_0042.usda.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:ef86a70190fe0eda74b435a8a4f6da9e4a1d54160373065c79fc768fa221b507 +size 112382 diff --git a/kujiale_0042/Materials/BasicShapeMaterial.mdl b/kujiale_0042/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/kujiale_0042/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0042/Materials/MI_5795e260693e210f595d961c_v2.mdl b/kujiale_0042/Materials/MI_5795e260693e210f595d961c_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..63e03d75f41fbbcf143d64e6059bbf2aeb2fc27c --- /dev/null +++ b/kujiale_0042/Materials/MI_5795e260693e210f595d961c_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5795e260693e210f595d961c_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0042/Materials/MI_5d5d2e3a97d0d30001714e91.mdl b/kujiale_0042/Materials/MI_5d5d2e3a97d0d30001714e91.mdl new file mode 100644 index 0000000000000000000000000000000000000000..6d6fba6c52fcd1dd1d35f2d62035284e7959b5b0 --- /dev/null +++ b/kujiale_0042/Materials/MI_5d5d2e3a97d0d30001714e91.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5d5d2e3a97d0d30001714e91( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0042/Materials/MI_609a76a0b1d8ad0001e2ae37_v2.mdl b/kujiale_0042/Materials/MI_609a76a0b1d8ad0001e2ae37_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..aaae2d064871992fc09c6f5fd0155182eee65cdd --- /dev/null +++ b/kujiale_0042/Materials/MI_609a76a0b1d8ad0001e2ae37_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_609a76a0b1d8ad0001e2ae37_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0042/Materials/MI_60e7f93cc6ff5a0001f3429f_v2.mdl b/kujiale_0042/Materials/MI_60e7f93cc6ff5a0001f3429f_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f0224d1f3af1034faf3cd27ba8cd6ce8030e37b2 --- /dev/null +++ b/kujiale_0042/Materials/MI_60e7f93cc6ff5a0001f3429f_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_60e7f93cc6ff5a0001f3429f_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0042/Materials/MI_60e7ffd97fdaa40001e5e2d1.mdl b/kujiale_0042/Materials/MI_60e7ffd97fdaa40001e5e2d1.mdl new file mode 100644 index 0000000000000000000000000000000000000000..72af29359b18b0218e6d1592bcfbd9dea68cb757 --- /dev/null +++ b/kujiale_0042/Materials/MI_60e7ffd97fdaa40001e5e2d1.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_60e7ffd97fdaa40001e5e2d1( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0042/Materials/MI_60e800e95ea89f0001545199.mdl b/kujiale_0042/Materials/MI_60e800e95ea89f0001545199.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f60770e0505271e2426e500e1b54168bc094d11f --- /dev/null +++ b/kujiale_0042/Materials/MI_60e800e95ea89f0001545199.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_60e800e95ea89f0001545199( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0042/Materials/M_BaseMaterial.mdl b/kujiale_0042/Materials/M_BaseMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ed00d16934cd045cadecb7db4bb5dd5ddc8dd3e7 --- /dev/null +++ b/kujiale_0042/Materials/M_BaseMaterial.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0042/Materials/M_BaseMaterial_twosided.mdl b/kujiale_0042/Materials/M_BaseMaterial_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..34a066551136042c8b515bc0777c0e436c62c466 --- /dev/null +++ b/kujiale_0042/Materials/M_BaseMaterial_twosided.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_twosided( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0042/Materials/M_BaseMaterial_v2.mdl b/kujiale_0042/Materials/M_BaseMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..154aecae651add78223e5fe6138f215211f152d3 --- /dev/null +++ b/kujiale_0042/Materials/M_BaseMaterial_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0042/Materials/M_BaseMaterial_v2_twosided.mdl b/kujiale_0042/Materials/M_BaseMaterial_v2_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7d90fc45fb437460e27004b226156b66a976f877 --- /dev/null +++ b/kujiale_0042/Materials/M_BaseMaterial_v2_twosided.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2_twosided( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0042/Materials/M_TranslucentMaterial.mdl b/kujiale_0042/Materials/M_TranslucentMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..0452d78794ea94cb1040fdf3244e688785b52118 --- /dev/null +++ b/kujiale_0042/Materials/M_TranslucentMaterial.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0042/Materials/M_TranslucentMaterial_v2.mdl b/kujiale_0042/Materials/M_TranslucentMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..6cef6519dd94a7d9f305169cecdb1d5512581737 --- /dev/null +++ b/kujiale_0042/Materials/M_TranslucentMaterial_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0042/Materials/OmniUe4Base.mdl b/kujiale_0042/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a441fbaf28040302c7aaabfbcf14b24a85bdf643 --- /dev/null +++ b/kujiale_0042/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/kujiale_0042/Materials/OmniUe4Function.mdl b/kujiale_0042/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..84f4f0da48ff31d03ee611373fe3a4d2e04c9079 --- /dev/null +++ b/kujiale_0042/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/kujiale_0042/Materials/OmniUe4Translucent.mdl b/kujiale_0042/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..483a83004b8f7d5bf820a7905d06ea2d7d5894af --- /dev/null +++ b/kujiale_0042/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/kujiale_0042/Materials/Textures/BlackPlaceholder.png b/kujiale_0042/Materials/Textures/BlackPlaceholder.png new file mode 100644 index 0000000000000000000000000000000000000000..cf498a3f19c07112845752ecd2523a666d8d13b5 --- /dev/null +++ b/kujiale_0042/Materials/Textures/BlackPlaceholder.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid 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a/kujiale_0042/Materials/Textures/T_Normal.png b/kujiale_0042/Materials/Textures/T_Normal.png new file mode 100644 index 0000000000000000000000000000000000000000..5d9615dddd55df999224776e511d403bec51921e --- /dev/null +++ b/kujiale_0042/Materials/Textures/T_Normal.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:4a2d007d836f394f3c527d96d610aa2409e6d44d674a8c1d30388297abe6eee4 +size 111 diff --git a/kujiale_0042/Materials/WorldGridMaterial.mdl b/kujiale_0042/Materials/WorldGridMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..1374299f552cc467f093777626b92f4faa277cc4 --- /dev/null +++ b/kujiale_0042/Materials/WorldGridMaterial.mdl @@ -0,0 +1,77 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float Local19 = math::lerp(0.0,0.5,Local12.y); + float Local20 = math::lerp(0.7,1.0,Local9.y); + float Local21 = math::lerp(Local20,1.0,0.0); + float Local22 = (Local21 * 1.0); + float Local23 = (Local19 + Local22); + float Local24 = math::min(math::max(Local23,0.0),1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local18,Local18,Local18); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Local24; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0042/Meshes/basin_0000.usd b/kujiale_0042/Meshes/basin_0000.usd new file mode 100644 index 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index 0000000000000000000000000000000000000000..d9188f209f0f62b5178a65f7d719ced14e13ecf0 --- /dev/null +++ b/kujiale_0042/Meshes/window_0004.usd @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:ebe7a89340c2bb8cf4e4248f0d317a0da45bc26bea7ea2c16ffb5b86f1ccbc9c +size 508684 diff --git a/kujiale_0042/kujiale_0042.usda b/kujiale_0042/kujiale_0042.usda new file mode 100644 index 0000000000000000000000000000000000000000..cda0a010f399457995b4cf926fe3e2d3792728a6 --- /dev/null +++ b/kujiale_0042/kujiale_0042.usda @@ -0,0 +1,2854 @@ +#usda 1.0 +( + customLayerData = { + dictionary cameraSettings = { + dictionary Front = { + double3 position = (5, 0, 0) + double radius = 5 + } + dictionary Perspective = { + double3 position = (-1.524782439391759, -0.13522452700413481, 1.4678385225862611) + double3 target = (1.8918746932703958, -1.5228346376421251, 1.2013753275459147) + } + dictionary Right = { + double3 position = (0, -5, 0) + double radius = 5 + } + dictionary Top = { + double3 position = (0, 0, 5) + double radius = 5 + } + string boundCamera = "/OmniverseKit_Persp" + } + dictionary omni_layer = { + string authoring_layer = "./kujiale_0042.usda" + } + dictionary renderSettings = { + double "rtx:post:tonemap:cm2Factor" = 2352.533935546875 + double "rtx:post:tonemap:exposureTime" = 0.000016666666851961054 + double "rtx:post:tonemap:fNumber" = 2.799999952316284 + double "rtx:reflections:maxRoughness" = 1 + } + } + defaultPrim = "Root" + metersPerUnit = 1 + upAxis = "Z" +) + +def Xform "Root" +{ + def Scope "Meshes" + { + def Scope "kitchen_837" + { + def Xform "other_cooker_0000" ( + prepend references = @./Meshes/other_cooker_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.943473602294951, -2.6281098022457945, 0.871149837220114) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "basin_0000" ( + prepend references = @./Meshes/basin_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-8.285639603928106, -1.7359593198071122, 0.7512376822926601) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0000" ( + prepend references = @./Meshes/bathroom_product_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-8.380680164928323, -1.7193501582051605, 1.0443927993928588) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0010" ( + prepend references = @./Meshes/cabinet_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-6.7434739794531255, -1.7625501923984377, 1.2750007247031012) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "range_hood_0000" ( + prepend references = @./Meshes/range_hood_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.927888916014581, -2.627365989670729, 1.7347614746013276) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fridge_0000" ( + prepend references = @./Meshes/fridge_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (-0.9589, 0.9301, 0.9984) + double3 xformOp:translate = (-5.232470465862446, -2.6055958863444664, 0.8923637279272179) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0000" ( + prepend references = @./Meshes/cup_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.8898001, 0.8898001, 0.8898001) + double3 xformOp:translate = (-7.429684266653218, -2.506222227006925, 0.9741006501616117) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bathroom_604" + { + def Xform "basin_0001" ( + prepend references = @./Meshes/basin_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.2302, 1.6057999, 1.1381) + double3 xformOp:translate = (-0.9963202420388825, 1.610921509716229, 0.8142916063499716) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0001" ( + prepend references = @./Meshes/bathroom_product_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.0692218826685806, 4.06525031420779, 1.379816699123091) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0002" ( + prepend references = @./Meshes/bathroom_product_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.3871001, 1.425, 0.9218001) + double3 xformOp:translate = (-0.25791977324880466, 3.6799059878870155, 1.106139316903102) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0003" ( + prepend references = @./Meshes/bathroom_product_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2628038479880723, 2.7170707038480106, 0.6122657467901844) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0004" ( + prepend references = @./Meshes/bathroom_product_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.2302, 1.6057999, 1.1381) + double3 xformOp:translate = (-1.187117550906156, 1.553199142489608, 1.1466959369262868) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0008" ( + prepend references = @./Meshes/cabinet_0008.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.2302, 1.6057999, 1.1381) + double3 xformOp:translate = (-1.2908863606537602, 1.7741407342407685, 1.7980168830682515) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0009" ( + prepend references = @./Meshes/cabinet_0009.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.2302, 1.6057999, 1.1381) + double3 xformOp:translate = (-0.9610582863020513, 1.7715763943748613, 0.4565270568044962) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0000" ( + prepend references = @./Meshes/daily_equipment_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.3871001, 1.425, 0.9218001) + double3 xformOp:translate = (0.20676842302019963, 3.572346058716548, 0.8164961824348225) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0001" ( + prepend references = @./Meshes/daily_equipment_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.8147001, 1.8147001, 1.8147001) + double3 xformOp:translate = (0.6740842248257333, 4.139229797464406, 1.362103676136362) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0000" ( + prepend references = @./Meshes/shelf_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.3871001, 1.425, 0.9218001) + double3 xformOp:translate = (0.2003869856625761, 3.60952562015128, 0.9787252504850984) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0001" ( + prepend references = @./Meshes/shelf_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.8147001, 1.8147001, 1.8147001) + double3 xformOp:translate = (0.7543065654767902, 4.117603202553339, 1.7094185596972833) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "closestool_0000" ( + prepend references = @./Meshes/closestool_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.0112416297233866, 2.731620995387004, 0.2194485009572611) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "mirror_0000" ( + prepend references = @./Meshes/mirror_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710677, -0, 0, 0.70710677) + float3 xformOp:scale = (1.2302, 1.6057999, 1.1381) + double3 xformOp:translate = (-1.0932621765136719, 1.5657029724121094, 1.8217998154714428) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "studyroom_692" + { + def Xform "book_0000" ( + prepend references = @./Meshes/book_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-7.2911279296875, 2.600085277557371, 2.347538499999951) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0001" ( + prepend references = @./Meshes/book_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-7.24412549203774, 2.600610996246311, 2.3506439580947203) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0002" ( + prepend references = @./Meshes/book_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-7.1942138671875, 2.600270797729489, 2.3539496328124514) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0003" ( + prepend references = @./Meshes/book_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-7.1523046875, 2.600160984039304, 2.3501874257812014) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0004" ( + prepend references = @./Meshes/book_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-7.09139966922133, 2.6017214508056314, 2.353059284212929) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0005" ( + prepend references = @./Meshes/book_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-7.0214996135452665, 2.6001611328125, 2.350923459697527) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0006" ( + prepend references = @./Meshes/book_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-6.96273915078315, 2.6015121231078506, 2.3464925608554776) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0007" ( + prepend references = @./Meshes/book_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-6.899028548834625, 2.60028076171875, 2.3517789308318484) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0008" ( + prepend references = @./Meshes/book_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-6.794760590321531, 2.6020335235595677, 2.346256761718701) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0009" ( + prepend references = @./Meshes/book_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-6.752641495979494, 2.6021091957092257, 2.348893480468701) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0010" ( + prepend references = @./Meshes/book_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-6.7103270804593995, 2.6021091957092257, 2.348893480468701) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0011" ( + prepend references = @./Meshes/book_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-6.667875901352686, 2.6021091957092257, 2.348893480468701) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0012" ( + prepend references = @./Meshes/book_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-6.623721066880155, 2.6034567489623983, 2.3454816341398486) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0013" ( + prepend references = @./Meshes/book_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-6.5780872117278, 2.6034553604125366, 2.3452580623536203) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0014" ( + prepend references = @./Meshes/book_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-6.521870253143701, 2.628907531738264, 2.3774495305984287) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0015" ( + prepend references = @./Meshes/book_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-6.468247131058888, 2.6072851486206052, 2.3867201852776723) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0016" ( + prepend references = @./Meshes/book_0016.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-6.4204249724632385, 2.6072870712280194, 2.36809055519297) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0017" ( + prepend references = @./Meshes/book_0017.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-6.376040464287215, 2.620819953918452, 2.380845416067894) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0018" ( + prepend references = @./Meshes/book_0018.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-6.340025566797525, 2.544921756744383, 2.346894020080449) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0019" ( + prepend references = @./Meshes/book_0019.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-6.310419342053208, 2.5449196949004436, 2.314005785156201) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0020" ( + prepend references = @./Meshes/book_0020.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-6.275886018599565, 2.5449216461181607, 2.3280087294541083) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0021" ( + prepend references = @./Meshes/book_0021.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-6.236969123598286, 2.544921730041502, 2.3422211046227375) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0022" ( + prepend references = @./Meshes/book_0022.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-6.175572335491346, 2.544921768188475, 2.32589790773962) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0023" ( + prepend references = @./Meshes/book_0023.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-6.205720820841284, 2.5449200649261208, 2.320815829267548) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0024" ( + prepend references = @./Meshes/book_0024.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-5.735737877439155, 2.5986006812988136, 1.9303033980479762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0025" ( + prepend references = @./Meshes/book_0025.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-5.733982384792628, 2.6067811622607464, 1.8967626473174855) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0026" ( + prepend references = @./Meshes/book_0026.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-5.758527768372176, 2.6141609992980355, 1.8486201768411263) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0027" ( + prepend references = @./Meshes/book_0027.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-5.770253102083534, 2.5794522552490107, 1.804505052734326) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0028" ( + prepend references = @./Meshes/book_0028.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-5.240173039024497, 2.659852924343604, 1.907069521305634) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0029" ( + prepend references = @./Meshes/book_0029.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-5.240081387948829, 2.6578552741980936, 1.873459347365584) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0030" ( + prepend references = @./Meshes/book_0030.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-5.2400855418046755, 2.657855743405428, 1.8393492572288628) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0031" ( + prepend references = @./Meshes/book_0031.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-5.240085622799859, 2.6578565444922657, 1.8052075672133185) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0032" ( + prepend references = @./Meshes/book_0032.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-5.839276156589042, 2.61935887148857, 1.5024988511281654) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0033" ( + prepend references = @./Meshes/book_0033.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-5.832366995417707, 2.6147849464209107, 1.475507193090406) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0034" ( + prepend references = @./Meshes/book_0034.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-5.845191081754263, 2.6196352500933573, 1.4500433712513805) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0035" ( + prepend references = @./Meshes/book_0035.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-5.838656752082135, 2.6148857688889335, 1.4213479445475574) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0036" ( + prepend references = @./Meshes/book_0036.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-5.838656092589927, 2.6148857879638023, 1.3857945476769868) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0037" ( + prepend references = @./Meshes/book_0037.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-7.2878076171875, 2.5896337890625, 1.4699573602613367) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0038" ( + prepend references = @./Meshes/book_0038.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-7.239017508258654, 2.589633659362791, 1.4818982472433342) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0039" ( + prepend references = @./Meshes/book_0039.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-7.208869006998948, 2.589631988525364, 1.4771176061611695) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0040" ( + prepend references = @./Meshes/book_0040.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-7.1776255877776185, 2.5896336669921856, 1.4983297495850099) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0041" ( + prepend references = @./Meshes/book_0041.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-7.1387038251504356, 2.589633558273312, 1.4841201057396824) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0042" ( + prepend references = @./Meshes/book_0042.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-6.821861413177943, 2.5896328163146825, 1.5030511055009879) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0043" ( + prepend references = @./Meshes/book_0043.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-6.854203379474406, 2.5896339054106225, 1.484212083984326) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0044" ( + prepend references = @./Meshes/book_0044.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-6.882157535637906, 2.5896337165832506, 1.517154679300347) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0045" ( + prepend references = @./Meshes/book_0045.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-6.921624221665808, 2.5896325492857977, 1.4983087636718262) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0046" ( + prepend references = @./Meshes/book_0046.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-6.899697918327084, 2.5896325759887513, 1.48891095225903) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0047" ( + prepend references = @./Meshes/book_0047.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-6.974253703119188, 2.5896331291198638, 1.5218696899439603) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0048" ( + prepend references = @./Meshes/book_0048.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-6.949031913710603, 2.589633678436278, 1.4843619704305857) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0049" ( + prepend references = @./Meshes/book_0049.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-7.020843907571023, 2.5896337471008293, 1.5219222784088797) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0050" ( + prepend references = @./Meshes/book_0050.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-6.997821446633523, 2.5896337471008293, 1.5219225187348169) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0051" ( + prepend references = @./Meshes/book_0051.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-7.074564262489049, 2.5896337089538566, 1.5030111789704226) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0052" ( + prepend references = @./Meshes/book_0052.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-7.043871236134426, 2.5896337471008293, 1.5219229478882763) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0053" ( + prepend references = @./Meshes/book_0053.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-7.104170516521804, 2.5896316108702924, 1.4701141835937008) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0054" ( + prepend references = @./Meshes/book_0054.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-7.6440478978454625, 2.6330374755751746, 1.4088568785272342) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0055" ( + prepend references = @./Meshes/book_0055.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-7.643637718453981, 2.6331929512023864, 1.3800670034885352) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0056" ( + prepend references = @./Meshes/book_0056.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-8.252265983732958, 2.594351711272519, 1.5256574543596622) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0057" ( + prepend references = @./Meshes/book_0057.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-8.25545789672539, 2.5918726615897776, 1.4922968067411322) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0058" ( + prepend references = @./Meshes/book_0058.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-8.23940337125576, 2.5829437980583747, 1.455052969202445) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0059" ( + prepend references = @./Meshes/book_0059.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-8.23619411376328, 2.596867355346675, 1.4197612426766795) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0060" ( + prepend references = @./Meshes/book_0060.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-8.251467273565508, 2.59039269637719, 1.382916994856222) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0061" ( + prepend references = @./Meshes/book_0061.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-7.686313430279538, 2.6373706741332654, 1.0704358469248083) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0062" ( + prepend references = @./Meshes/book_0062.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-7.686313430279538, 2.6243707199096407, 1.0008053892145024) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0063" ( + prepend references = @./Meshes/book_0063.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-7.686313441850278, 2.611207298278791, 1.037598056972043) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0064" ( + prepend references = @./Meshes/book_0064.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-7.696313430279538, 2.632749595642062, 0.9560384994744643) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0065" ( + prepend references = @./Meshes/book_0065.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-7.964883624338199, 2.62531950378312, 1.0651069121362517) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0066" ( + prepend references = @./Meshes/book_0066.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-8.029881299825686, 2.617940296172744, 1.060410220623019) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0067" ( + prepend references = @./Meshes/book_0067.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-8.12111871186004, 2.61056073379439, 1.0629295372986902) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0068" ( + prepend references = @./Meshes/book_0068.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-8.173372870702476, 2.586149097442542, 1.0602018661496049) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0069" ( + prepend references = @./Meshes/book_0069.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-8.257662858099172, 2.5783089294430077, 1.061583309173659) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0070" ( + prepend references = @./Meshes/book_0070.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-8.327815854228417, 2.578308948516494, 1.0604102034568808) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0071" ( + prepend references = @./Meshes/book_0071.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-8.37245779977981, 2.5797552642820722, 1.0547876281739266) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0072" ( + prepend references = @./Meshes/book_0072.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-8.424441013807378, 2.585687324523145, 1.0607650074958654) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0073" ( + prepend references = @./Meshes/book_0073.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-8.472364844063144, 2.580314064025793, 1.0603980927462555) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0074" ( + prepend references = @./Meshes/book_0074.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-8.507488856130541, 2.579747142791546, 1.0604102592468305) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0075" ( + prepend references = @./Meshes/book_0075.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-5.878948922531042, 2.591796585081257, 0.9831898589706802) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0076" ( + prepend references = @./Meshes/book_0076.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-5.879480836683548, 2.5899601440412106, 0.9524905143954495) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0077" ( + prepend references = @./Meshes/book_0077.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-4.994174468976017, 2.5624864006040458, 1.0610226879118556) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0078" ( + prepend references = @./Meshes/book_0078.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-5.054092059284207, 2.574347095488395, 1.0667497448923335) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0079" ( + prepend references = @./Meshes/book_0079.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-5.13237156457388, 2.555818695068008, 1.0602156476984266) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0080" ( + prepend references = @./Meshes/book_0080.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-5.18787443206865, 2.588594623565323, 1.0601909971237167) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0081" ( + prepend references = @./Meshes/book_0081.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-5.249891064004343, 2.583367546081192, 1.0728652124407423) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0082" ( + prepend references = @./Meshes/book_0082.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-5.303954716699366, 2.5833665313717766, 1.0601910014152511) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0083" ( + prepend references = @./Meshes/book_0083.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-5.371322731988592, 2.580989341735303, 1.0573709530841437) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0084" ( + prepend references = @./Meshes/book_0084.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-5.423384199983795, 2.568675086974782, 1.0492177801129636) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0085" ( + prepend references = @./Meshes/book_0085.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-5.584535922646531, 2.6058884773244904, 1.0591812443762454) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0086" ( + prepend references = @./Meshes/book_0086.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-5.517208655572705, 2.607941783904846, 1.0489129242895077) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0087" ( + prepend references = @./Meshes/book_0087.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-5.470327544895371, 2.591419120788257, 1.0635059642789122) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0099" ( + prepend references = @./Meshes/book_0099.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.194703570000001, 1.00085176, 0.8134763458544685) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0100" ( + prepend references = @./Meshes/book_0100.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.194703570000001, 1.00085176, 0.7876728522489997) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0101" ( + prepend references = @./Meshes/book_0101.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.194703570000001, 1.00085176, 0.7704008421620855) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0000" ( + prepend references = @./Meshes/ornament_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-5.936205501246532, 2.539829029041851, 1.0797072309029447) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0001" ( + prepend references = @./Meshes/ornament_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-5.243416481909842, 2.6253008327484215, 1.9889553631991044) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0002" ( + prepend references = @./Meshes/ornament_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-6.403522532881896, 2.58826831058921, 1.553829809221603) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0003" ( + prepend references = @./Meshes/ornament_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-8.254122778372796, 2.597433685302692, 1.574339762852114) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0005" ( + prepend references = @./Meshes/ornament_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.19843056, 1.01140275, 0.9050163438476326) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0000" ( + prepend references = @./Meshes/flower_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-5.252540612034084, 2.639176147446442, 1.4976288542874856) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0001" ( + prepend references = @./Meshes/flower_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.7456, 0.7456, 0.7456) + double3 xformOp:translate = (-8.179671249258515, 0.07300142732112733, 0.9531159846461105) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0000" ( + prepend references = @./Meshes/cabinet_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5166001, 1, 1.125) + double3 xformOp:translate = (-6.740536878200201, 2.6093190992609636, 1.3499996358639739) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0004" ( + prepend references = @./Meshes/chair_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.72781658, 1.67776657, 0.44646383551169505) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0004" ( + prepend references = @./Meshes/painting_0004.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (2, 0.5, 2) + double3 xformOp:translate = (-6.7102392578125, -0.368045654296875, 1.4597438730468126) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0003" ( + prepend references = @./Meshes/chandelier_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.7612720489537255, 0.9169888954165655, 2.3228327672121196) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0001" ( + prepend references = @./Meshes/curtain_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.9218001, 1, 1) + double3 xformOp:translate = (-8.515396178637365, 0.9267945844335806, 2.282498065656786) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0002" ( + prepend references = @./Meshes/table_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.70874108, 0.9735981800000001, 0.3874818417489997) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0008" ( + prepend references = @./Meshes/pillow_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.71819008, 1.8384552500000002, 0.6207443907323982) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bedroom_143" + { + def Xform "book_0088" ( + prepend references = @./Meshes/book_0088.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1988, 1, 1) + double3 xformOp:translate = (4.660987233590685, 0.8085232124330654, 0.4755036747093074) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0089" ( + prepend references = @./Meshes/book_0089.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1988, 1, 1) + double3 xformOp:translate = (3.278151800592042, 0.8560177879366743, 0.5399456062312155) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0090" ( + prepend references = @./Meshes/book_0090.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1988, 1, 1) + double3 xformOp:translate = (3.2782561408325295, 0.8596141204649246, 0.5225756325727235) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0091" ( + prepend references = @./Meshes/book_0091.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1988, 1, 1) + double3 xformOp:translate = (3.2583786769897847, 0.8651087646532688, 0.5028386068339139) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0092" ( + prepend references = @./Meshes/book_0092.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1988, 1, 1) + double3 xformOp:translate = (3.275243810150222, 0.8549486122192994, 0.47978170871666725) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0004" ( + prepend references = @./Meshes/ornament_0004.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1988, 1, 1) + double3 xformOp:translate = (3.275537715162791, 0.8649506607258224, 0.5828665333105648) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0002" ( + prepend references = @./Meshes/flower_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1988, 1, 1) + double3 xformOp:translate = (4.626662830806666, 0.8619438820784823, 0.658117396825844) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0003" ( + prepend references = @./Meshes/flower_0003.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.455512817615862, 1.1767306923866634, 0.8009208069071995) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0001" ( + prepend references = @./Meshes/cabinet_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.38461181640625, 3.24986083984375, 1.1999994999999688) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0005" ( + prepend references = @./Meshes/cabinet_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (5.4495751953125, 4.57133105468005, 0.2249998967284903) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0006" ( + prepend references = @./Meshes/cabinet_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.165438232421875, 4.563416015617549, 0.2249998967284903) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0007" ( + prepend references = @./Meshes/cabinet_0007.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1988, 1, 1) + double3 xformOp:translate = (3.977703808610677, 0.8288403701186821, 0.23246961562830498) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0000" ( + prepend references = @./Meshes/painting_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.19560302734375, 4.7579150390625005, 1.6626325566405937) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0001" ( + prepend references = @./Meshes/painting_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.333623046875, 4.7579150390625005, 1.6822712285155939) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0002" ( + prepend references = @./Meshes/chandelier_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.75150007, 0.75150007, 0.75150007) + double3 xformOp:translate = (3.596906106445092, 2.6815151415134837, 2.2184160482549515) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0000" ( + prepend references = @./Meshes/table_lamp_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.425413276673137, 4.5521963348390715, 0.6770151182665273) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "table_lamp_0000" + { + over "light_0000" + { + float inputs:radius = 8 + float inputs:specular = 0 + } + } + } + } + + def Xform "table_lamp_0001" ( + prepend references = @./Meshes/table_lamp_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.1728961868293872, 4.562669967651572, 0.6779116484178945) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "table_lamp_0001" + { + over "light_0000" + { + float inputs:radius = 8 + float inputs:specular = 0 + } + } + } + } + + def Xform "curtain_0000" ( + prepend references = @./Meshes/curtain_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.1753, 1, 1) + double3 xformOp:translate = (5.8759674649568465, 2.0038951268766083, 1.8488225285474114) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0002" ( + prepend references = @./Meshes/curtain_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2122, 1, 1) + double3 xformOp:translate = (5.8759674649366795, 3.5039647502049895, 1.8490446965161613) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0001" ( + prepend references = @./Meshes/television_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.9890965576171857, 0.6423496332163454, 1.1433741337891312) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0000" ( + prepend references = @./Meshes/vase_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1988, 1, 1) + double3 xformOp:translate = (4.6526415184651535, 0.8471547012370144, 0.5866105346724771) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0004" ( + prepend references = @./Meshes/pillow_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.4097, 1.2455, 1.232) + double3 xformOp:translate = (3.221230834955877, 3.9735951964676177, 0.7410543781484032) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0005" ( + prepend references = @./Meshes/pillow_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.4097, 1.2455, 1.232) + double3 xformOp:translate = (4.27510631816989, 4.390712212534236, 0.826715091263958) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0006" ( + prepend references = @./Meshes/pillow_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.4097, 1.2455, 1.232) + double3 xformOp:translate = (3.1969420727838247, 4.4004974351867245, 0.8662051691646129) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0007" ( + prepend references = @./Meshes/pillow_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.4097, 1.2455, 1.232) + double3 xformOp:translate = (4.190333681657776, 3.9735951999999997, 0.7410543771657827) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0000" ( + prepend references = @./Meshes/bedding_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.4097, 1.2455, 1.232) + double3 xformOp:translate = (3.7653005618376394, 3.250572522810239, 0.5238636565514514) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0000" ( + prepend references = @./Meshes/bed_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.4097, 1.2455, 1.232) + double3 xformOp:translate = (3.7782754524494067, 3.2870746328122915, 0.6489486499069059) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "livingroom_1055" + { + def Xform "book_0093" ( + prepend references = @./Meshes/book_0093.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.851950035095242, -2.073388671875, 0.4467098917961574) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0094" ( + prepend references = @./Meshes/book_0094.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.851950035095242, -2.073388671875, 0.41925352191929566) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0095" ( + prepend references = @./Meshes/book_0095.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.851950035095242, -2.073388671875, 0.3917980875969386) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0096" ( + prepend references = @./Meshes/book_0096.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.9647400360107246, -2.5017285461425787, 0.4467100944519072) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0097" ( + prepend references = @./Meshes/book_0097.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.9647400360107246, -2.5017285461425787, 0.419254033565524) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0098" ( + prepend references = @./Meshes/book_0098.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.9647400360107246, -2.5017285461425787, 0.3917984738350016) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0004" ( + prepend references = @./Meshes/flower_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.632557220935503, -2.429887664668174, 0.8248243865237317) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0005" ( + prepend references = @./Meshes/flower_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.889, 0.889, 1) + double3 xformOp:translate = (5.440579818807556, 0.03280432584436767, 0.9922201233833607) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0006" ( + prepend references = @./Meshes/flower_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.45224586000000006, -2.34260429, 0.9907139368007575) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_5f20d9845974ed00013b0084" + { + over "MI_60e7ffd97fdaa40001e5e2d1" + { + float inputs:IsMetallicTex = 0 + float inputs:IsSpecularTex = 0 + } + } + + over "MI_5f20d98417e93b0001257c79" + { + over "MI_60e7ffd97fdaa40001e5e2d1" + { + float inputs:IsMetallicTex = 0 + } + } + + over "MI_5f20d98400e3a300015da75e" + { + over "MI_60e7ffd97fdaa40001e5e2d1" + { + float inputs:IsMetallicTex = 0 + float inputs:IsSpecularTex = 0 + } + } + + over "MI_5f20d984c6ff5a0001bebff1" + { + over "MI_60e7ffd97fdaa40001e5e2d1" + { + float inputs:IsSpecularTex = 0 + } + } + + over "MI_5f20d9847d6a6300018dcd2d" + { + over "MI_60e7ffd97fdaa40001e5e2d1" + { + float inputs:IsMetallicTex = 0 + float inputs:IsSpecularTex = 0 + } + } + } + } + + def Xform "cabinet_0002" ( + prepend references = @./Meshes/cabinet_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.4925399169917273, -2.667116821135542, 1.049385681148965) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0003" ( + prepend references = @./Meshes/cabinet_0003.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.3905404052729775, -2.667116821135542, 1.049385681148965) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0004" ( + prepend references = @./Meshes/cabinet_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.081, 1, 1) + double3 xformOp:translate = (3.9257601563557545, 0.13768872832869022, 0.30270449826850154) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0000" ( + prepend references = @./Meshes/chair_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.7148961710820974, -0.3133231046293468, 0.38998945647368727) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0001" ( + prepend references = @./Meshes/chair_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.7148961710820974, 0.33566279624955947, 0.38998945647368727) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0002" ( + prepend references = @./Meshes/chair_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.9985303411694915, -0.328170424877467, 0.3899894564736871) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0003" ( + prepend references = @./Meshes/chair_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.9985303411694915, 0.3208154760014393, 0.3899894564736871) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0002" ( + prepend references = @./Meshes/painting_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.039, 1.039, 1.039) + double3 xformOp:translate = (3.8445836610108293, -4.525023558776801, 1.441223788035562) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0003" ( + prepend references = @./Meshes/painting_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.3443, 0.6316, 1.3443) + double3 xformOp:translate = (-2.3245703125, 0.785457763671875, 1.3447088005061874) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0000" ( + prepend references = @./Meshes/chandelier_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.329181411741141, -0.12212753295280311, 2.0794498159881694) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "chandelier_0000" + { + over "light_0000" + { + float inputs:intensity = 10000 + float inputs:radius = 15 + quatd xformOp:orient = (0.499999978144305, 0.500000021855695, -0.4999999999999995, -0.4999999999999995) + double3 xformOp:scale = (9.99999985098839, 9.99999985098839, 9.99999985098839) + double3 xformOp:translate = (-1.3642420526593924e-12, 2.2737367544323206e-12, -240.07772076045057) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + } + + def Xform "chandelier_0001" ( + prepend references = @./Meshes/chandelier_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.002, 1.002, 0.8159) + double3 xformOp:translate = (3.3711937246033266, -2.0784711927251647, 2.0634181339263913) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0002" ( + prepend references = @./Meshes/table_lamp_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.3909508438113614, -3.7239661293238795, 0.9346091613735937) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "table_lamp_0002" + { + over "light_0000" + { + float inputs:exposure = 1 + float inputs:radius = 8 + float inputs:specular = 0 + } + } + } + } + + def Xform "curtain_0003" ( + prepend references = @./Meshes/curtain_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2843, 1.2843, 0.8223) + double3 xformOp:translate = (5.888907662189486, -2.0564833587231957, 1.636668189643427) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0000" ( + prepend references = @./Meshes/television_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.9052808837890645, 0.38663382625631093, 1.3353406865235065) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0000" ( + prepend references = @./Meshes/table_0000.usd@ + ) + { + quatf xformOp:orient = (0.07385353, -0, 0, 0.9972691) + float3 xformOp:scale = (0.5329134, 0.5329134, 0.8065) + double3 xformOp:translate = (1.3141025716824837, -3.907150242920011, 0.3305687009543818) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0001" ( + prepend references = @./Meshes/table_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.3179103393554352, -2.274084991455086, 0.19711295317888522) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "dining_table_0000" ( + prepend references = @./Meshes/dining_table_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.1437, 1, 1) + double3 xformOp:translate = (-2.356219512932522, -0.006216215164197703, 0.38034184265072213) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0000" ( + prepend references = @./Meshes/sofa_0000.usd@ + ) + { + quatf xformOp:orient = (0.7869878, -0, 0, -0.6169686) + float3 xformOp:scale = (1.0000064, 1.0000064, 1) + double3 xformOp:translate = (1.5354843200871156, -2.35592899941393, 0.43539103761282033) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0001" ( + prepend references = @./Meshes/sofa_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (-1.3685, 1.3685, 1.4068) + double3 xformOp:translate = (3.814354752199288, -3.5252886415499236, 0.44544738650311044) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0000" ( + prepend references = @./Meshes/tea_set_0000.usd@ + ) + { + quatf xformOp:orient = (0.864265, -0, 0, 0.5030367) + float3 xformOp:scale = (0.99998367, 0.99998367, 1) + double3 xformOp:translate = (-2.296058413627808, 0.1573485388992077, 0.8586302301058043) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0001" ( + prepend references = @./Meshes/tea_set_0001.usd@ + ) + { + quatf xformOp:orient = (0.864265, -0, 0, 0.5030367) + float3 xformOp:scale = (0.99998367, 0.99998367, 1) + double3 xformOp:translate = (-2.446202339001384, -0.05577033593018474, 0.8244680519095358) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0002" ( + prepend references = @./Meshes/tea_set_0002.usd@ + ) + { + quatf xformOp:orient = (0.864265, -0, 0, 0.5030367) + float3 xformOp:scale = (0.99998367, 0.99998367, 1) + double3 xformOp:translate = (-2.438134577532905, -0.18089126892704127, 0.8125114326482867) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0003" ( + prepend references = @./Meshes/tea_set_0003.usd@ + ) + { + quatf xformOp:orient = (0.864265, -0, 0, 0.5030367) + float3 xformOp:scale = (0.99998367, 0.99998367, 1) + double3 xformOp:translate = (-2.305528941617009, -0.09686761899418798, 0.8094329643228181) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0004" ( + prepend references = @./Meshes/tea_set_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.5073798713684003, -2.0714614410400247, 0.45235026359461855) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0005" ( + prepend references = @./Meshes/tea_set_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.411401576995853, -2.0714616203308354, 0.452337153433591) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0006" ( + prepend references = @./Meshes/tea_set_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.3154249839782746, -2.071461513519274, 0.45234109496960395) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0007" ( + prepend references = @./Meshes/tea_set_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.219451383590709, -2.0714627037048383, 0.4523444232930179) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0008" ( + prepend references = @./Meshes/tea_set_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.1234739303589203, -2.0714631729125728, 0.45234475803269414) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0000" ( + prepend references = @./Meshes/plate_0000.usd@ + ) + { + quatf xformOp:orient = (0.864265, -0, 0, 0.5030367) + float3 xformOp:scale = (0.99998367, 0.99998367, 1) + double3 xformOp:translate = (-2.315193093357204, -0.1138310224298861, 0.7756267450130796) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0000" ( + prepend references = @./Meshes/tray_0000.usd@ + ) + { + quatf xformOp:orient = (0.864265, -0, 0, 0.5030367) + float3 xformOp:scale = (0.99998367, 0.99998367, 1) + double3 xformOp:translate = (-2.3918046631824996, -0.11367580870770677, 0.7704781846975834) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0001" ( + prepend references = @./Meshes/tray_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.30636962890625, -2.07646484375, 0.40250407763668755) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0000" ( + prepend references = @./Meshes/pillow_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (-1.3685, 1.3685, 1.4068) + double3 xformOp:translate = (2.709578738640881, -3.9493244590142322, 0.6164414256288677) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0001" ( + prepend references = @./Meshes/pillow_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (-1.3685, 1.3685, 1.4068) + double3 xformOp:translate = (2.364278096748866, -3.890260047536857, 0.6569962339932508) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0002" ( + prepend references = @./Meshes/pillow_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (-1.3685, 1.3685, 1.4068) + double3 xformOp:translate = (4.929049462317376, -3.9468398770804014, 0.6182460567100144) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0003" ( + prepend references = @./Meshes/pillow_0003.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (-1.3685, 1.3685, 1.4068) + double3 xformOp:translate = (5.271176732190022, -3.8775336093919237, 0.6484682529296921) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0000" ( + prepend references = @./Meshes/bowl_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.968037284852787, -2.5009255429061854, 0.5057320517864089) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0000" ( + prepend references = @./Meshes/spot_light_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.544523413540766, -2.2008133262518923, 2.7489925018483614) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0001" ( + prepend references = @./Meshes/spot_light_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.2595205925789662, 0.4348790098767454, 2.748992442028134) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "ceiling" + { + def Xform "ceiling_0000" ( + prepend references = @./Meshes/ceiling_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.026700001, 0.9191, 1.3333) + double3 xformOp:translate = (0.9786981201171875, -2.08333984375, 2.666666813818706) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0001" ( + prepend references = @./Meshes/ceiling_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.1333, 0.6142, 1) + double3 xformOp:translate = (-0.2566063196264463, 2.8939508870636157, 2.5232566230076667) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0002" ( + prepend references = @./Meshes/ceiling_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.1333, 0.6142, 1) + double3 xformOp:translate = (-0.34840917019803486, 3.064548111460374, 2.513632725403119) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0003" ( + prepend references = @./Meshes/ceiling_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0857, 0.65540004, 1) + double3 xformOp:translate = (-6.7615387485962035, -1.7473665850566613, 2.5232566230076667) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0004" ( + prepend references = @./Meshes/ceiling_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0857, 0.65540004, 1) + double3 xformOp:translate = (-6.924970196309507, -1.8453282603912045, 2.513632725403119) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0005" ( + prepend references = @./Meshes/ceiling_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.7728001, 0.8636, 0.5) + double3 xformOp:translate = (3.3979689639945803, -2.0746052726225686, 2.599995071461773) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0006" ( + prepend references = @./Meshes/ceiling_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.50577251, 2.6992036500000003, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0007" ( + prepend references = @./Meshes/ceiling_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.61745265, -1.86863138, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0008" ( + prepend references = @./Meshes/ceiling_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.25590088, 2.90418705, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0009" ( + prepend references = @./Meshes/ceiling_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-6.7434727599999995, -1.7625410400000001, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0010" ( + prepend references = @./Meshes/ceiling_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-6.7434727599999995, 1.20202297, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0011" ( + prepend references = @./Meshes/ceiling_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.31971527, 0.11115494000000001, 2.85) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "other" + { + def Xform "door_handle_0000" ( + prepend references = @./Meshes/door_handle_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-8.701639725584828, 1.1570199342031904, 1.4289368553010655) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0000" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0001" ( + prepend references = @./Meshes/door_handle_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-8.701639725584828, 1.2650204224844404, 1.4289368553010655) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0001" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "doorsill_0000" ( + prepend references = @./Meshes/doorsill_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.80630451, -1.37197359, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0001" ( + prepend references = @./Meshes/doorsill_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.20583551, 0.92445802, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0002" ( + prepend references = @./Meshes/doorsill_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.74033499, 0.51449142, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0003" ( + prepend references = @./Meshes/doorsill_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.586438, -3.02310905, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0004" ( + prepend references = @./Meshes/doorsill_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.80630451, 0.35445801000000005, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "door_0000" ( + prepend references = @./Meshes/door_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.74033563, 0.54172683, 1.0779995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0000" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0001" ( + prepend apiSchemas = ["MaterialBindingAPI"] + prepend references = @./Meshes/door_0001.usd@ + ) + { + rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.20583549, 0.94949609, 1.0704995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + def Material "Glass_01" + { + token outputs:mdl:displacement.connect = + token outputs:mdl:surface.connect = + token outputs:mdl:volume.connect = + + def Shader "Shader" + { + uniform token info:implementationSource = "sourceAsset" + uniform asset info:mdl:sourceAsset = @OmniGlass.mdl@ + uniform token info:mdl:sourceAsset:subIdentifier = "OmniGlass" + float inputs:normal_map_strength = 0.22 + asset inputs:normal_map_texture = @./Materials/Textures/Glass_Normal01.jpeg@ ( + colorSpace = "auto" + ) + token outputs:out ( + renderType = "material" + ) + } + } + } + + over "Meshes" + { + over "door_0001" + { + over "group_0001" + { + token visibility = "invisible" + + over "mesh_0040" + { + over "SM_Door_0271" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + } + + over "physics_constraint_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0002" ( + prepend references = @./Meshes/door_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.83517361, 0.35445802, 1.0779995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0002" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0003" ( + prepend references = @./Meshes/door_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.5864385200000001, -3.00062408, 1.2539995004999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0003" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0004" ( + prepend references = @./Meshes/door_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.8063046300000005, -1.37197386, 1.0709995009999764) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0004" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + } + } + } + + def Xform "window_0000" ( + prepend references = @./Meshes/window_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-8.76854017, 1.20552003, 1.4999995099999763) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0001" ( + prepend references = @./Meshes/window_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.0769069600000005, -2.0417211699999998, 1.2999995099999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0002" ( + prepend references = @./Meshes/window_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.09294924, 2.71391588, 1.5999994609999761) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0003" ( + prepend references = @./Meshes/window_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.26213746, 4.91743064, 1.4999995299999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0004" ( + prepend references = @./Meshes/window_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-8.64494424, -1.72197387, 1.4999995299999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "wall" + { + def Xform "wall_0000" ( + prepend references = @./Meshes/wall_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.48214005, 2.96418949, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0001" ( + prepend references = @./Meshes/wall_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.27953484, 4.88391998, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0002" ( + prepend references = @./Meshes/wall_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (6.04120972, 0.11110001000000001, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0003" ( + prepend references = @./Meshes/wall_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.4457728600000004, 0.5144915, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0004" ( + prepend references = @./Meshes/wall_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-8.68064026, -0.05854507, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0005" ( + prepend references = @./Meshes/wall_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.38738535, -4.66171997, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0006" ( + prepend references = @./Meshes/wall_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.91798302, 0.9244589999999999, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0007" ( + prepend references = @./Meshes/wall_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-6.743475190000001, -0.5019735, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0008" ( + prepend references = @./Meshes/wall_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.97353912, -3.02311005, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0009" ( + prepend references = @./Meshes/wall_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.97033749, 2.63920599, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0010" ( + prepend references = @./Meshes/wall_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.80630005, 0.0014549300000000001, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0011" ( + prepend references = @./Meshes/wall_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-6.74347015, 2.9060199, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0012" ( + prepend references = @./Meshes/wall_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.7335615, -3.8424150100000003, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "floor" + { + def Xform "floor_0000" ( + prepend references = @./Meshes/floor_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.31971527, 0.11115494000000001, -0.30000500000023755) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0001" ( + prepend references = @./Meshes/floor_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.61745265, -1.86863138, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0002" ( + prepend references = @./Meshes/floor_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.50577251, 2.6992036500000003, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0003" ( + prepend references = @./Meshes/floor_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-6.7434727599999995, 1.20202297, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0004" ( + prepend references = @./Meshes/floor_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-6.7434727599999995, -1.7625410400000001, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0005" ( + prepend references = @./Meshes/floor_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.25590088, 2.90418705, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + + def "Rendering" + { + def "Lights" + { + def DistantLight "DirectionalLight" + { + float angle = 3.84 + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + color3f color = (1, 1, 1) + float colorTemperature = 6500 + bool enableColorTemperature = 0 + float inputs:angle = 3.84 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 2387.324 + bool inputs:normalize = 0 + float inputs:specular = 1 + float intensity = 2387.324 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DistantLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (-0.48374947063724305, -0.30818239704935163, -0.44013009336621584, -0.6908658051463752) + double3 xformOp:scale = (2.5, 2.5, 2.5) + double3 xformOp:translate = (5.4, -1.6, 2) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def DomeLight "DomeLight" ( + prepend apiSchemas = ["ShapingAPI"] + ) + { + float inputs:intensity = 1000 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness + float inputs:shaping:focus + color3f inputs:shaping:focusTint + asset inputs:shaping:ies:file + asset inputs:texture:file = @./limpopo_golf_course_4k.hdr@ + token inputs:texture:format = "latlong" + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0, 0, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } +} + diff --git a/kujiale_0042/limpopo_golf_course_4k.hdr b/kujiale_0042/limpopo_golf_course_4k.hdr new file mode 100644 index 0000000000000000000000000000000000000000..69a8064f5ce4ae974f68c4a95a85731b92b82c23 --- /dev/null +++ b/kujiale_0042/limpopo_golf_course_4k.hdr @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d8c4f77cd64dae23dc7cc32665b6bcbc370716d3c99e255bf9359b6225862f36 +size 26179131 diff --git a/kujiale_0042/rooms.json b/kujiale_0042/rooms.json new file mode 100644 index 0000000000000000000000000000000000000000..fb9b5a2d9af1a4ee34908e69579230d08f2ca067 --- /dev/null +++ b/kujiale_0042/rooms.json @@ -0,0 +1 @@ +[{"room_type": "living room", "polygon": [[5.9212104492187505, 0.3944918212890625], [0.8503355102539063, 0.3944918212890625], [0.8503355102539063, 0.8044580688476562], [-1.4821370849609374, 0.8044580688476562], [-4.6863046875, 0.8044580688476562], [-4.6863046875, -0.5019738464355469], [-4.6863046875, -2.903109130859375], [0.8535614624023438, -2.903109130859375], [0.8535614624023438, -4.541720703125], [5.9212104492187505, -4.541720703125]]}, {"room_type": "bedroom", "polygon": [[5.9212104492187505, 0.6344918212890626], [5.9212104492187505, 4.76391650390625], [1.09033544921875, 4.76391650390625], [1.09033544921875, 0.9244580688476562], [1.09033544921875, 0.6344918212890626]]}, {"room_type": "study room", "polygon": [[-4.9263046875, -0.3819738464355469], [-4.9263046875, 0.9244580688476562], [-4.9263046875, 2.78602001953125], [-8.560640625, 2.78602001953125], [-8.560640625, -0.3819738464355469]]}, {"room_type": "kitchen", "polygon": [[-8.560640625, -2.903109130859375], [-4.9263046875, -2.903109130859375], [-4.9263046875, -0.621973876953125], [-8.560640625, -0.621973876953125]]}, {"room_type": "bathroom", "polygon": [[-1.3621370849609375, 1.0444580078125], [0.8503355102539063, 1.0444580078125], [0.8503355102539063, 4.76391650390625], [-1.3621370849609375, 4.76391650390625]]}] \ No newline at end of file diff --git a/kujiale_0043/.thumbs/256x256/kujiale_0043.usda.png b/kujiale_0043/.thumbs/256x256/kujiale_0043.usda.png new file mode 100644 index 0000000000000000000000000000000000000000..bbbd46f4a4ad3a4db5482e8b729e1e7927ccbaab --- /dev/null +++ b/kujiale_0043/.thumbs/256x256/kujiale_0043.usda.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:15ccdf63998047c0840e9ddc73633363c97d6241536d7a822b302cd2a81f7f14 +size 85729 diff --git a/kujiale_0043/Materials/BasicShapeMaterial.mdl b/kujiale_0043/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/kujiale_0043/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0043/Materials/MI_56ce73fbe4b06c9946272ff4_v2.mdl b/kujiale_0043/Materials/MI_56ce73fbe4b06c9946272ff4_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..11d763efd1a079203b0d626a1187a154e0525da0 --- /dev/null +++ b/kujiale_0043/Materials/MI_56ce73fbe4b06c9946272ff4_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_56ce73fbe4b06c9946272ff4_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0043/Materials/MI_5b0936a952b6146141432552.mdl b/kujiale_0043/Materials/MI_5b0936a952b6146141432552.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ebc05f25125c6b0ee6aa4c4acc3b4d7c8b6f57ad --- /dev/null +++ b/kujiale_0043/Materials/MI_5b0936a952b6146141432552.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5b0936a952b6146141432552( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0043/Materials/MI_5b0936a952b6146141432553.mdl b/kujiale_0043/Materials/MI_5b0936a952b6146141432553.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b5bb36c380e33771bc0229920c441630c4ce11a6 --- /dev/null +++ b/kujiale_0043/Materials/MI_5b0936a952b6146141432553.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5b0936a952b6146141432553( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0043/Materials/MI_5bd6aed5ef62e01a48c6648e.mdl b/kujiale_0043/Materials/MI_5bd6aed5ef62e01a48c6648e.mdl new file mode 100644 index 0000000000000000000000000000000000000000..97c7387385e2cdb5897018eb0e7e33420cd51728 --- /dev/null +++ b/kujiale_0043/Materials/MI_5bd6aed5ef62e01a48c6648e.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5bd6aed5ef62e01a48c6648e( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0043/Materials/MI_60bf228bc6ff5a000144851e_v2.mdl b/kujiale_0043/Materials/MI_60bf228bc6ff5a000144851e_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a4c1c289ed89abdd763b28bb5e2136acfeedf845 --- /dev/null +++ b/kujiale_0043/Materials/MI_60bf228bc6ff5a000144851e_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_60bf228bc6ff5a000144851e_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0043/Materials/MI_60bf228bc9c5fa000142d3ec_v2.mdl b/kujiale_0043/Materials/MI_60bf228bc9c5fa000142d3ec_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..8e66ba68e6902a8986bc329eec09b147807414f7 --- /dev/null +++ b/kujiale_0043/Materials/MI_60bf228bc9c5fa000142d3ec_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_60bf228bc9c5fa000142d3ec_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0043/Materials/MI_Linen_Canvas_rbess3s0_2K3.mdl b/kujiale_0043/Materials/MI_Linen_Canvas_rbess3s0_2K3.mdl new file mode 100644 index 0000000000000000000000000000000000000000..d25d4b1df4464684282e6b638ce59164ea87f62d --- /dev/null +++ b/kujiale_0043/Materials/MI_Linen_Canvas_rbess3s0_2K3.mdl @@ -0,0 +1,188 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_Linen_Canvas_rbess3s0_2K3( + float4 Tiling_Offset = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Tiling/Offset"), + anno::ui_order(2), + anno::in_group("00 - Global") + ]], + float RotationAngle = 0.0 + [[ + anno::display_name("Rotation Angle"), + anno::ui_order(3), + anno::in_group("00 - Global") + ]], + uniform texture_2d Normal = texture_2d("./Textures/Placeholder_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal"), + anno::ui_order(3), + anno::in_group("07 - Texture Maps"), + sampler_normal() + ]], + float NormalStrength = 1.0 + [[ + anno::display_name("Normal Strength"), + anno::ui_order(32), + anno::in_group("05 - Normal") + ]], + uniform texture_2d Albedo = texture_2d("./Textures/DefaultDiffuse.png",::tex::gamma_srgb) + [[ + anno::display_name("Albedo"), + anno::in_group("07 - Texture Maps"), + sampler_color() + ]], + float4 AlbedoControls = float4(1.0,1.0,1.0,0.0) + [[ + anno::display_name("Albedo Controls"), + anno::ui_order(32), + anno::in_group("01 - Albedo") + ]], + float4 AlbedoTint = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Albedo Tint"), + anno::ui_order(1), + anno::in_group("01 - Albedo") + ]], + float4 MetallicControls = float4(1.0,0.0,1.0,1.0) + [[ + anno::display_name("Metallic Controls"), + anno::ui_order(32), + anno::in_group("02 - Metallic") + ]], + uniform texture_2d Metalness = texture_2d("./Textures/BlackPlaceholder.png",::tex::gamma_linear) + [[ + anno::display_name("Metalness"), + anno::ui_order(1), + anno::in_group("07 - Texture Maps"), + sampler_color() + ]], + float BaseSpecular = 0.5 + [[ + anno::display_name("Base Specular"), + anno::ui_order(1), + anno::in_group("03 - Specular") + ]], + float4 Specular_Desaturation = float4(0.5,0.5,0.5,1.0) + [[ + anno::display_name("Specular - Desaturation"), + anno::ui_order(2), + anno::in_group("03 - Specular") + ]], + float SpecularFromAlbedoOverride = 0.0 + [[ + anno::display_name("Specular From Albedo Override"), + anno::ui_order(32), + anno::in_group("03 - Specular") + ]], + float MinRoughness = 0.0 + [[ + anno::display_name("Min Roughness"), + anno::ui_order(32), + anno::in_group("04 - Roughness") + ]], + float MaxRoughness = 1.0 + [[ + anno::display_name("Max Roughness"), + anno::ui_order(1), + anno::in_group("04 - Roughness") + ]], + uniform texture_2d ARD = texture_2d("./Textures/WhitePlaceholder.png",::tex::gamma_linear) + [[ + anno::display_name("ARD"), + anno::description("AO/R/D"), + anno::ui_order(2), + anno::in_group("07 - Texture Maps"), + sampler_color() + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float Local0 = (0.0 * -1.0); + float2 Local1 = (float2(Tiling_Offset.x,Tiling_Offset.y) / 2.0); + float2 Local2 = (Local1 + float2(Tiling_Offset.z,Tiling_Offset.w)); + float2 Local3 = (Local2 * -1.0); + float2 Local4 = (CustomizedUV0_mdl * float2(Tiling_Offset.x,Tiling_Offset.y)); + float2 Local5 = (Local4 + float2(Tiling_Offset.z,Tiling_Offset.w)); + float2 Local6 = (Local3 + Local5); + float Local7 = (RotationAngle * 6.283185); + float Local8 = math::cos(Local7); + float Local9 = math::sin(Local7); + float Local10 = (Local9 * -1.0); + float Local11 = math::dot(Local6, float2(Local8,Local10)); + float Local12 = math::dot(Local6, float2(Local9,Local8)); + float2 Local13 = (Local2 + float2(Local11,Local12)); + float4 Local14 = ::unpack_normal_map(tex::lookup_float4(Normal,float2(Local13.x,1.0-Local13.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local15 = (float2(float3(Local14.x,Local14.y,Local14.z).x,float3(Local14.x,Local14.y,Local14.z).y) * NormalStrength); + float2 Local16 = (Local0 + Local15); + float Local17 = (RotationAngle * -1.0); + float Local18 = (Local17 * 6.283185); + float Local19 = math::cos(Local18); + float Local20 = math::sin(Local18); + float Local21 = (Local20 * -1.0); + float Local22 = math::dot(Local16, float2(Local19,Local21)); + float Local23 = math::dot(Local16, float2(Local20,Local19)); + float2 Local24 = (0.0 + float2(Local22,Local23)); + + float3 Normal_mdl = float3(Local24.x,Local24.y,float3(Local14.x,Local14.y,Local14.z).z); + + float4 Local25 = tex::lookup_float4(Albedo,float2(Local13.x,1.0-Local13.y),tex::wrap_repeat,tex::wrap_repeat); + float Local26 = math::dot(float3(Local25.x,Local25.y,Local25.z), float3(0.3,0.59,0.11)); + float Local27 = (1.0 - AlbedoControls.x); + float3 Local28 = math::lerp(float3(Local25.x,Local25.y,Local25.z),float3(Local26,Local26,Local26),Local27); + float3 Local29 = (Local28 * AlbedoControls.y); + float3 Local30 = (Local29 * float3(AlbedoTint.x,AlbedoTint.y,AlbedoTint.z)); + float3 Local31 = math::pow(math::max(Local30,float3(0.000001)),float3(AlbedoControls.z,AlbedoControls.z,AlbedoControls.z)); + float4 Local32 = tex::lookup_float4(Metalness,float2(Local13.x,1.0-Local13.y),tex::wrap_repeat,tex::wrap_repeat); + float Local33 = (float3(Local32.x,Local32.y,Local32.z).x * MetallicControls.z); + float Local34 = math::round(MetallicControls.x); + float Local35 = math::lerp(MetallicControls.y,Local33,Local34); + float Local36 = math::dot(float3(Local25.x,Local25.y,Local25.z), float3(Specular_Desaturation.x,Specular_Desaturation.y,Specular_Desaturation.z)); + float Local37 = math::saturate(Local36); + float Local38 = (Local37 * 0.5); + float Local39 = math::lerp(BaseSpecular,Local38,SpecularFromAlbedoOverride); + float4 Local40 = tex::lookup_float4(ARD,float2(Local13.x,1.0-Local13.y),tex::wrap_repeat,tex::wrap_repeat); + float Local41 = math::lerp(MinRoughness,MaxRoughness,Local40.y); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local31; + float Metallic_mdl = Local35; + float Specular_mdl = Local39; + float Roughness_mdl = Local41; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0043/Materials/M_BaseMaterial.mdl b/kujiale_0043/Materials/M_BaseMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ed00d16934cd045cadecb7db4bb5dd5ddc8dd3e7 --- /dev/null +++ b/kujiale_0043/Materials/M_BaseMaterial.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0043/Materials/M_BaseMaterial_twosided.mdl b/kujiale_0043/Materials/M_BaseMaterial_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..34a066551136042c8b515bc0777c0e436c62c466 --- /dev/null +++ b/kujiale_0043/Materials/M_BaseMaterial_twosided.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_twosided( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0043/Materials/M_BaseMaterial_v2.mdl b/kujiale_0043/Materials/M_BaseMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..154aecae651add78223e5fe6138f215211f152d3 --- /dev/null +++ b/kujiale_0043/Materials/M_BaseMaterial_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0043/Materials/M_BaseMaterial_v2_twosided.mdl b/kujiale_0043/Materials/M_BaseMaterial_v2_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7d90fc45fb437460e27004b226156b66a976f877 --- /dev/null +++ b/kujiale_0043/Materials/M_BaseMaterial_v2_twosided.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2_twosided( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0043/Materials/M_TranslucentMaterial.mdl b/kujiale_0043/Materials/M_TranslucentMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..0452d78794ea94cb1040fdf3244e688785b52118 --- /dev/null +++ b/kujiale_0043/Materials/M_TranslucentMaterial.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0043/Materials/M_TranslucentMaterial_v2.mdl b/kujiale_0043/Materials/M_TranslucentMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..6cef6519dd94a7d9f305169cecdb1d5512581737 --- /dev/null +++ b/kujiale_0043/Materials/M_TranslucentMaterial_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0043/Materials/OmniUe4Base.mdl b/kujiale_0043/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a441fbaf28040302c7aaabfbcf14b24a85bdf643 --- /dev/null +++ b/kujiale_0043/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/kujiale_0043/Materials/OmniUe4Function.mdl b/kujiale_0043/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..84f4f0da48ff31d03ee611373fe3a4d2e04c9079 --- /dev/null +++ b/kujiale_0043/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/kujiale_0043/Materials/OmniUe4Translucent.mdl b/kujiale_0043/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..483a83004b8f7d5bf820a7905d06ea2d7d5894af --- /dev/null +++ b/kujiale_0043/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/kujiale_0043/Materials/Textures/BlackPlaceholder.png b/kujiale_0043/Materials/Textures/BlackPlaceholder.png new file mode 100644 index 0000000000000000000000000000000000000000..cf498a3f19c07112845752ecd2523a666d8d13b5 --- /dev/null +++ b/kujiale_0043/Materials/Textures/BlackPlaceholder.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:b1fe09d073788819ad2747115939aac07b13e49213a790ddf57aae4cec4d5803 +size 110 diff --git a/kujiale_0043/Materials/Textures/DefaultDiffuse.png b/kujiale_0043/Materials/Textures/DefaultDiffuse.png new file mode 100644 index 0000000000000000000000000000000000000000..bd1d23e7e3f469dc8a3ba685ddd76d8d37810a22 --- /dev/null +++ b/kujiale_0043/Materials/Textures/DefaultDiffuse.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:2ee4a01a1731ecf55df4086f81d4be55d41d251522508fbd7da51b08cd4ac38c +size 2032125 diff --git a/kujiale_0043/Materials/Textures/DefaultNormal.png b/kujiale_0043/Materials/Textures/DefaultNormal.png new file mode 100644 index 0000000000000000000000000000000000000000..4766222ff2b9fd2f84566e64c2a3c709d27c6b4b --- /dev/null +++ b/kujiale_0043/Materials/Textures/DefaultNormal.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:b5c0e3a8cc3bc960467544a14b9d0b881c833b30316a67863cc5a42e5d3225df +size 2125916 diff --git 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a/kujiale_0043/Materials/Textures/wood01.jpg b/kujiale_0043/Materials/Textures/wood01.jpg new file mode 100644 index 0000000000000000000000000000000000000000..5e3dd0a38c14a53e7f87590a38780c1230dcc90c --- /dev/null +++ b/kujiale_0043/Materials/Textures/wood01.jpg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:26c80c48967f007bf1ce7200f6508c724f6fd4aa86b6ac8beab3ba76c691d277 +size 36034427 diff --git a/kujiale_0043/Materials/WorldGridMaterial.mdl b/kujiale_0043/Materials/WorldGridMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..1374299f552cc467f093777626b92f4faa277cc4 --- /dev/null +++ b/kujiale_0043/Materials/WorldGridMaterial.mdl @@ -0,0 +1,77 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float 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360455 diff --git a/kujiale_0043/kujiale_0043.usda b/kujiale_0043/kujiale_0043.usda new file mode 100644 index 0000000000000000000000000000000000000000..9b624d1dc5371e0e23e79b55ec16b49c8228ef2f --- /dev/null +++ b/kujiale_0043/kujiale_0043.usda @@ -0,0 +1,3035 @@ +#usda 1.0 +( + customLayerData = { + dictionary cameraSettings = { + dictionary Front = { + double3 position = (5, 0, 0) + double radius = 5 + } + dictionary Perspective = { + double3 position = (0.06198038531212409, 9.14479107910426, 1.5516282757173445) + double3 target = (-1.3024572450275511, 9.107696226053577, 1.483722671252572) + } + dictionary Right = { + double3 position = (0, -5, 0) + double radius = 5 + } + dictionary Top = { + double3 position = (0, 0, 5) + double radius = 5 + } + string boundCamera = "/OmniverseKit_Persp" + } + dictionary omni_layer = { + string authoring_layer = "./kujiale_0043.usda" + } + dictionary renderSettings = { + double "rtx:post:tonemap:cm2Factor" = 1024 + double "rtx:post:tonemap:exposureTime" = 0.000016666666851961054 + double "rtx:post:tonemap:fNumber" = 2.799999952316284 + double "rtx:reflections:maxRoughness" = 1 + } + } + defaultPrim = "Root" + metersPerUnit = 1 + upAxis = "Z" +) + +def Xform "Root" +{ + def Scope "Meshes" + { + def Scope "kitchen_2055" + { + def Xform "other_cooker_0000" ( + prepend references = @./Meshes/other_cooker_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.379517364502037, 8.250495162964262, 0.8462233161968404) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "basin_0000" ( + prepend references = @./Meshes/basin_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.172514071318906, 9.424743435156193, 0.7032466303290739) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0000" ( + prepend references = @./Meshes/bathroom_product_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.261215972381374, 9.424907280206016, 1.0771694827114033) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0006" ( + prepend references = @./Meshes/cabinet_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.441016640921876, 9.143990370375, 0.45499950376834786) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0006" ( + prepend references = @./Meshes/flower_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.855489284599407, 8.407039958944729, 1.0022076797549417) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0000" ( + prepend references = @./Meshes/ceiling_light_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-0.6871, 0.6871, 0.6871) + double3 xformOp:translate = (3.9083593750000003, 9.380439453125, 2.4727059453111875) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "range_hood_0000" ( + prepend references = @./Meshes/range_hood_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.480416626016932, 8.227498924250408, 1.7745744053965635) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fridge_0000" ( + prepend references = @./Meshes/fridge_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.0425, 1.0425, 1.1301) + double3 xformOp:translate = (2.906891931887212, 8.396340106139858, 1.044658590111226) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bathroom_1803" + { + def Xform "basin_0001" ( + prepend references = @./Meshes/basin_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (2.8984117430719287, 12.041034576326222, 0.9563936459656465) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0001" ( + prepend references = @./Meshes/bathroom_product_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (2.8991836452479993, 12.20851596451432, 1.08436365088184) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0002" ( + prepend references = @./Meshes/bathroom_product_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (4.99536909473226, 12.16437876123408, 1.5200472103098193) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0003" ( + prepend references = @./Meshes/bathroom_product_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.5204, 1.2493, 0.88030005) + double3 xformOp:translate = (4.416975771002101, 11.46762943636771, 1.0499996702319845) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0002" ( + prepend references = @./Meshes/cabinet_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (2.898411392209888, 12.029864326473573, 0.678872668945425) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0003" ( + prepend references = @./Meshes/shelf_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.5204, 1.2493, 0.88030005) + double3 xformOp:translate = (4.363371363031522, 11.155961251932123, 0.7482121364737955) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "mirror_0000" ( + prepend references = @./Meshes/mirror_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (2.89630615234375, 12.292841796875, 1.6755973815911303) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0001" ( + prepend references = @./Meshes/ceiling_light_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.77, 11.47, 2.4198691024780272) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "closestool_0000" ( + prepend references = @./Meshes/closestool_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.8162740169859695, 12.049188384970751, 0.2307767102906274) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bedroom_795" + { + def Xform "table_lamp_0000" ( + prepend references = @./Meshes/table_lamp_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.002315704345067, 15.008364913938621, 0.9317704359706148) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0001" ( + prepend references = @./Meshes/table_lamp_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.389559356688817, 14.909634445188622, 0.9257520787379308) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0000" ( + prepend references = @./Meshes/cabinet_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.400378753517068, 14.975386077934779, 0.26445260961274747) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0001" ( + prepend references = @./Meshes/cabinet_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.996882659767068, 14.975386077934779, 0.26445260961274747) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0003" ( + prepend references = @./Meshes/cabinet_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.7547, 0.95800006, 1.3122) + double3 xformOp:translate = (-2.4323304405177075, 13.512607418874037, 1.5153702366598278) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0003" ( + prepend references = @./Meshes/curtain_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.0462, 0.8344, 1.2265) + double3 xformOp:translate = (-7.568906883144423, 13.50184423716124, 1.6489790318687896) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "curtain_0003" + { + over "mesh_0007" + { + over "SM_Clutter_0009_Part_0000_97" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0009" + { + over "SM_Clutter_0006_Part_0000_99" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + } + } + } + + def Xform "chandelier_0000" ( + prepend references = @./Meshes/chandelier_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1.2488, 1.2488, 1.2488) + double3 xformOp:translate = (-4.720339303680042, 13.120293258953197, 2.6829129167739305) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_decoration_0000" ( + prepend references = @./Meshes/wall_decoration_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1.2515001, 1.2515001, 1.0857) + double3 xformOp:translate = (-4.680704499939075, 15.249683707629424, 1.5199994362880567) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0007" ( + prepend references = @./Meshes/pillow_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (0.9507, 0.9507, 0.9507) + double3 xformOp:translate = (-4.239590594794569, 14.828231466110388, 0.6404286673177129) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0008" ( + prepend references = @./Meshes/pillow_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (0.9507, 0.9507, 0.9507) + double3 xformOp:translate = (-5.010481981019357, 14.824902506862314, 0.6435208311455386) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0002" ( + prepend references = @./Meshes/table_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.86927499390409, 14.98405403135943, 0.6063018799029215) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "stool_0000" ( + prepend references = @./Meshes/stool_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.870728477484227, 14.421402847366966, 0.27513977431407555) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0000" ( + prepend references = @./Meshes/bedding_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (0.9507, 0.9507, 0.9507) + double3 xformOp:translate = (-4.712046941161043, 13.830699055284898, 0.3994240873218348) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0000" ( + prepend references = @./Meshes/bed_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (0.9507, 0.9507, 0.9507) + double3 xformOp:translate = (-4.677486114910632, 14.125525904017387, 0.5784073735872789) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bedroom_1405" + { + def Xform "table_lamp_0002" ( + prepend references = @./Meshes/table_lamp_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, -1, 1) + double3 xformOp:translate = (1.9653148, 12.74269969, 0.7190275456572028) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0004" ( + prepend references = @./Meshes/chair_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (0.62574216, 12.415175710000002, 0.38587875853513265) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0004" ( + prepend references = @./Meshes/cabinet_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.7547, 0.95800006, 1.3122) + double3 xformOp:translate = (-1.672641483310419, 13.520029290873072, 1.5153702366598283) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0007" ( + prepend references = @./Meshes/cabinet_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.87079869, 14.81398888, 0.23556402018308178) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0008" ( + prepend references = @./Meshes/cabinet_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.86240048, 12.82345873, 0.23809554018308177) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0009" ( + prepend references = @./Meshes/cabinet_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (1.10117965, 12.044246000000001, 1.1047302587968515) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0008" ( + prepend references = @./Meshes/flower_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (0.41336466000000005, 12.06180496, 0.9782281924648202) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0002" ( + prepend references = @./Meshes/curtain_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1.0011, 0.8344, 1.2265) + double3 xformOp:translate = (0.35035930680194727, 15.187393209843435, 1.6489790318687894) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "curtain_0002" + { + over "mesh_0008" + { + over "SM_Clutter_0008_Part_0000_98" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0007" + { + over "SM_Clutter_0009_Part_0000_97" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0009" + { + over "SM_Clutter_0006_Part_0000_99" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0005" + { + over "SM_Clutter_0005_Part_0000_95" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + } + } + } + + def Xform "picture_frame_0002" ( + prepend references = @./Meshes/picture_frame_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.9192039600000002, 14.86171128, 0.48630226718161695) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0003" ( + prepend references = @./Meshes/picture_frame_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.94392564, 14.77495313, 0.4720844689485847) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0004" ( + prepend references = @./Meshes/picture_frame_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (0.24292916000000003, 11.98606401, 1.4752482682138437) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0005" ( + prepend references = @./Meshes/picture_frame_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (0.39015514000000007, 11.964049020000001, 1.5004157500419688) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0001" ( + prepend references = @./Meshes/ornament_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, -1, 1) + double3 xformOp:translate = (1.8129330441517235, 12.604705377495764, 0.5172507054260018) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0002" ( + prepend references = @./Meshes/ornament_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, -1, 1) + double3 xformOp:translate = (1.7549543, 12.68376329, 0.4808855416806403) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0003" ( + prepend references = @./Meshes/ornament_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (1.15926294, 11.93442251, 1.7409852667323984) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0004" ( + prepend references = @./Meshes/ornament_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (1.04823645, 11.944570510000002, 1.7618107672206798) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0005" ( + prepend references = @./Meshes/ornament_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (1.1137149, 12.006537000000002, 1.472639764202125) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0006" ( + prepend references = @./Meshes/ornament_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (0.75362015, 11.921519000000002, 2.037343756976539) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0007" ( + prepend references = @./Meshes/ornament_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (0.65963565, 11.9256565, 2.0747597743241952) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0008" ( + prepend references = @./Meshes/ornament_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (0.57645215, 11.92071101, 0.791417260657203) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0018" ( + prepend references = @./Meshes/book_0018.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, -1, 1) + double3 xformOp:translate = (1.8182273000000002, 12.91320358, 0.4297555510634528) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0019" ( + prepend references = @./Meshes/book_0019.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (0.73775014, 11.890317500000002, 1.4916457578193125) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0020" ( + prepend references = @./Meshes/book_0020.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (0.7167631400000001, 11.885577000000001, 1.4474982490068125) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0021" ( + prepend references = @./Meshes/book_0021.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (0.5920406500000001, 11.921441999999999, 1.7864457721718514) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0022" ( + prepend references = @./Meshes/book_0022.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (1.25340515, 11.925344500000001, 1.5117742488730233) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0023" ( + prepend references = @./Meshes/book_0023.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (1.22534564, 11.925344500000001, 1.515362265877906) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0024" ( + prepend references = @./Meshes/book_0024.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (1.2048656, 11.9327465, 1.5277307808925544) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0025" ( + prepend references = @./Meshes/book_0025.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (1.18392404, 11.93202601, 1.5298852608730233) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0026" ( + prepend references = @./Meshes/book_0026.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (1.16457815, 11.922104, 1.5268437698827888) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0027" ( + prepend references = @./Meshes/book_0027.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (0.7863801499999999, 11.927751, 1.7864457731601329) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0028" ( + prepend references = @./Meshes/book_0028.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (0.75769164, 11.92270201, 1.7864457731601329) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0029" ( + prepend references = @./Meshes/book_0029.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (0.73125014, 11.939674, 1.7940787686386486) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0030" ( + prepend references = @./Meshes/book_0030.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (0.69851465, 11.929004010000002, 1.7866202777304452) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0031" ( + prepend references = @./Meshes/book_0031.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (0.66480464, 11.939674, 1.7902112759628672) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0032" ( + prepend references = @./Meshes/book_0032.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (0.63816263, 11.939674, 1.7902112759628672) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0033" ( + prepend references = @./Meshes/book_0033.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (0.71020314, 11.9040755, 1.9556347397460703) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0034" ( + prepend references = @./Meshes/book_0034.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (0.71649166, 11.89898701, 1.9795772794511486) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0035" ( + prepend references = @./Meshes/book_0035.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (0.37202767000000003, 11.90318951, 2.032635257927711) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0036" ( + prepend references = @./Meshes/book_0036.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (0.34459963000000005, 11.898757009999999, 2.0399027737656015) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0037" ( + prepend references = @./Meshes/book_0037.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (0.30797164, 11.900252009999999, 2.033556736072242) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0038" ( + prepend references = @./Meshes/book_0038.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (0.28525865, 11.900252009999999, 2.033556736072242) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0039" ( + prepend references = @./Meshes/book_0039.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (0.26038512, 11.90363202, 2.039647219585914) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0040" ( + prepend references = @./Meshes/book_0040.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (0.23436266, 11.90317551, 2.048754763648414) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0041" ( + prepend references = @./Meshes/book_0041.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (0.21040061999999998, 11.90224252, 2.048814241410133) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0042" ( + prepend references = @./Meshes/book_0042.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (0.18684764, 11.90247852, 2.039645725085914) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0043" ( + prepend references = @./Meshes/book_0043.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (0.15999565000000002, 11.892153519999999, 2.050416264882789) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0003" ( + prepend references = @./Meshes/chandelier_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (0.9689, 0.9689, 0.9689) + double3 xformOp:translate = (0.10793977885694403, 13.951296968410006, 2.9249409218716096) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "chandelier_0003" + { + over "light_0000" + { + float inputs:exposure = 1 + float inputs:intensity = 10000 + float inputs:specular = 0 + quatd xformOp:orient = (0.499999978144305, 0.500000021855695, -0.4999999999999995, -0.4999999999999995) + double3 xformOp:scale = (10.320982292394948, 10.320982292394948, 10.320982292394948) + double3 xformOp:translate = (-4.689582056016661e-13, -6.002665031701326e-11, -477.8064907122948) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + } + + def Xform "pillow_0009" ( + prepend references = @./Meshes/pillow_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.39336074, 14.08479366, 0.5510400880351326) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0010" ( + prepend references = @./Meshes/pillow_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.39447025, 13.62312182, 0.549491189377906) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0011" ( + prepend references = @./Meshes/pillow_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.6532117199999998, 14.123395200000001, 0.6128047945165779) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0012" ( + prepend references = @./Meshes/pillow_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.68229476, 13.571089480000001, 0.6414498392675545) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0013" ( + prepend references = @./Meshes/pillow_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.9181917300000002, 14.14513773, 0.6430013439062263) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0014" ( + prepend references = @./Meshes/pillow_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.9300027499999999, 13.494233730000001, 0.6618191402441169) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0015" ( + prepend references = @./Meshes/pillow_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.00881474, 13.934418410000001, 0.5658904423075936) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0005" ( + prepend references = @./Meshes/plate_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, -1, 1) + double3 xformOp:translate = (1.82744, 12.91377254, 0.455619051584449) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0001" ( + prepend references = @./Meshes/bed_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.18528024, 13.8403509, 0.4563432361640388) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0000" ( + prepend references = @./Meshes/cup_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, -1, 1) + double3 xformOp:translate = (1.8296312000000001, 12.90235219, 0.4697790497582771) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "computer_0000" ( + prepend references = @./Meshes/computer_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (0.95255015, 12.048406250000001, 0.9466496058605721) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "livingroom_185" + { + def Xform "chair_0000" ( + prepend references = @./Meshes/chair_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.1038769664856012, 9.53563734447528, 0.5101016549618793) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0001" ( + prepend references = @./Meshes/chair_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.1038769664856012, 8.79619398510028, 0.5101016549618793) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0002" ( + prepend references = @./Meshes/chair_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.35691011142531914, 9.515651718117383, 0.5101016549618794) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0003" ( + prepend references = @./Meshes/chair_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.3569104166011004, 8.776208358742384, 0.5101016549618794) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0000" ( + prepend references = @./Meshes/painting_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1.1038, 1.6117, 1.1038) + double3 xformOp:translate = (-6.658847790991222, 11.487558481546303, 1.7365741551311797) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0001" ( + prepend references = @./Meshes/painting_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (-1.1038, 1.6117, 1.1038) + double3 xformOp:translate = (-4.851059435571279, 11.487519419046302, 1.7365741551311797) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0005" ( + prepend references = @./Meshes/cabinet_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.0001, 1.0001, 1.0001) + double3 xformOp:translate = (-7.257927101180595, 9.098909865342772, 0.32903477075899795) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0000" ( + prepend references = @./Meshes/flower_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.8052238844592359, 11.100376831115309, 0.3821008679454277) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0001" ( + prepend references = @./Meshes/flower_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.800042125666416, 11.290760660004874, 0.7203979565960363) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0002" ( + prepend references = @./Meshes/flower_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.6087527046275503, 11.317218242606577, 0.562699874947824) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0003" ( + prepend references = @./Meshes/flower_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.08714392091103491, 11.367576782227852, 1.681974326816929) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0004" ( + prepend references = @./Meshes/flower_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.5955400283996213, 9.482853584798752, 1.1829100680504876) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0005" ( + prepend references = @./Meshes/flower_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.7285479277125353, 8.939157140537557, 0.9784030260129666) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0007" ( + prepend references = @./Meshes/flower_0007.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.932144129170857, 9.059513692545595, 0.5588673248489671) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0000" ( + prepend references = @./Meshes/shelf_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.6149852103774172, 11.317537614617184, 0.5284401447928544) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0001" ( + prepend references = @./Meshes/shelf_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.7089114454976544, 11.211323067070492, 0.3194508670520054) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0002" ( + prepend references = @./Meshes/shelf_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.05426448059674727, 11.249512832684982, 1.0450295903180513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0000" ( + prepend references = @./Meshes/curtain_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1467, 0.8344, 1.2265) + double3 xformOp:translate = (-5.249272601848948, 6.688544290156566, 1.6489790318687887) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "curtain_0000" + { + over "mesh_0009" + { + over "SM_Clutter_0006_Part_0000_99" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0007" + { + over "SM_Clutter_0009_Part_0000_97" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + } + } + } + + def Xform "curtain_0001" ( + prepend references = @./Meshes/curtain_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2713001, 0.8344, 1.2265) + double3 xformOp:translate = (-0.4794871950776542, 6.688544290156566, 1.6489790318687887) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + def Material "Surface_01" + { + token outputs:mdl:displacement.connect = + token outputs:mdl:surface.connect = + token outputs:mdl:volume.connect = + + def Shader "Shader" + { + uniform token info:implementationSource = "sourceAsset" + uniform asset info:mdl:sourceAsset = @OmniSurface.mdl@ + uniform token info:mdl:sourceAsset:subIdentifier = "OmniSurface" + bool inputs:enable_diffuse_transmission = 1 + float inputs:subsurface_weight = 0.099999994 + token outputs:out ( + renderType = "material" + ) + } + } + } + + over "Meshes" + { + over "curtain_0001" + { + over "mesh_0007" + { + over "SM_Clutter_0009_Part_0000_97" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "mesh_0009" + { + over "SM_Clutter_0006_Part_0000_99" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + } + } + } + + def Xform "mirror_0001" ( + prepend references = @./Meshes/mirror_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (0.8109, 0.8109, 0.8109) + double3 xformOp:translate = (-2.0549572506439224, 11.495704797679844, 1.5700367040669336) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0000" ( + prepend references = @./Meshes/picture_frame_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.22981085205040472, 11.345937406539479, 1.672724067413771) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "picture_frame_0001" ( + prepend references = @./Meshes/picture_frame_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.026505207042845882, 11.286674934398631, 1.3471453781133114) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0000" ( + prepend references = @./Meshes/ornament_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.23143295288085938, 11.323310546875, 1.3422915913739213) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0000" ( + prepend references = @./Meshes/book_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.1388934249877997, 11.199023651122905, 1.007791910850549) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0001" ( + prepend references = @./Meshes/book_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.1395278968812525, 11.199514579715368, 0.9509406375908759) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0002" ( + prepend references = @./Meshes/book_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.13952788923119527, 11.292270423879627, 0.8635290620929337) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0003" ( + prepend references = @./Meshes/book_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.061249692917250374, 11.310972347245634, 0.9862444000348715) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0004" ( + prepend references = @./Meshes/book_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.15030292987822413, 11.310979797360565, 0.9826929321306626) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0005" ( + prepend references = @./Meshes/book_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.20451355075834365, 11.310979797360565, 0.9826986465472516) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0006" ( + prepend references = @./Meshes/book_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.25872498798371063, 11.310980941769763, 0.982666084290898) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0007" ( + prepend references = @./Meshes/book_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.3129359407424949, 11.310980541226543, 0.9826904525774027) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0008" ( + prepend references = @./Meshes/book_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.14170353317269105, 11.199517910001134, 0.6142971684584397) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0009" ( + prepend references = @./Meshes/book_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.20868846511848715, 11.199517639157625, 0.6142967793592856) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0010" ( + prepend references = @./Meshes/book_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.1668159980773865, 11.19902169799802, 0.6419729992981771) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0011" ( + prepend references = @./Meshes/book_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.17364601516668274, 11.199511787356053, 0.5841321830752345) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0012" ( + prepend references = @./Meshes/book_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.1727101898187277, 11.199514152468831, 0.5095227489452115) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0013" ( + prepend references = @./Meshes/book_0013.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.93206392667892, 8.700138648385273, 0.46899249573932605) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0014" ( + prepend references = @./Meshes/book_0014.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.857846595764159, 7.145312435150583, 0.8066164641022079) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0015" ( + prepend references = @./Meshes/book_0015.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.943090904235841, 7.199070053100626, 0.794624747001544) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0016" ( + prepend references = @./Meshes/book_0016.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.88891357421875, 7.260502952576484, 0.7826248623956851) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0017" ( + prepend references = @./Meshes/book_0017.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.943188491821289, 7.199017372132203, 0.7706339170572191) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0001" ( + prepend references = @./Meshes/chandelier_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1.541, 1.541, 1.541) + double3 xformOp:translate = (-4.911227030563359, 8.947320947427297, 2.6105760362402033) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "chandelier_0001" + { + over "mesh_0003" + { + over "SM_Clutter_0001_Part_0000_166" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "light_0000" + { + float inputs:exposure = 1 + float inputs:intensity = 20000 + float inputs:radius = 15 + float inputs:specular = 0 + quatd xformOp:orient = (0.499999978144305, 0.500000021855695, -0.4999999999999995, -0.4999999999999995) + double3 xformOp:scale = (6.489292630955194, 6.489292630955194, 6.489292630955194) + double3 xformOp:translate = (0.0010070800799439894, -0.0005035400363340159, -195.6587504109989) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + } + + def Xform "chandelier_0002" ( + prepend references = @./Meshes/chandelier_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1.3736, 1.3736, 1.3736) + double3 xformOp:translate = (-0.44155886255055976, 9.17405421067559, 2.6589961475404653) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "chandelier_0002" + { + over "mesh_0003" + { + over "SM_Clutter_0001_Part_0000_166" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "light_0000" + { + float inputs:exposure = 1 + float inputs:intensity = 10000 + float inputs:radius = 15 + float inputs:specular = 0 + quatd xformOp:orient = (0.499999978144305, 0.500000021855695, -0.4999999999999995, -0.4999999999999995) + double3 xformOp:scale = (7.280139430427656, 7.280139430427656, 7.280139430427656) + double3 xformOp:translate = (0.001007080078125, -0.0005035400290580583, -251.6402308733991) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + } + + def Xform "wall_decoration_0001" ( + prepend references = @./Meshes/wall_decoration_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.3974, 0.8295, 1.248) + double3 xformOp:translate = (-7.636145561066655, 9.109465405424073, 2.165098818847524) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0000" ( + prepend references = @./Meshes/pillow_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9574001, 0.8363, 0.8267) + double3 xformOp:translate = (-3.2482043949111628, 9.430514864977253, 0.6941106386526491) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0001" ( + prepend references = @./Meshes/pillow_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9574001, 0.8363, 0.8267) + double3 xformOp:translate = (-3.2321714533640176, 8.837909767962392, 0.6747867851620868) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0002" ( + prepend references = @./Meshes/pillow_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9574001, 0.8363, 0.8267) + double3 xformOp:translate = (-3.0646202852233166, 8.478843442519981, 0.7075485327257292) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0003" ( + prepend references = @./Meshes/pillow_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9574001, 0.8363, 0.8267) + double3 xformOp:translate = (-3.100886603529683, 8.081232961115525, 0.669346997955307) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0004" ( + prepend references = @./Meshes/pillow_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9574001, 0.8363, 0.8267) + double3 xformOp:translate = (-3.0278719532499414, 9.112731211019227, 0.6850728372949588) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0005" ( + prepend references = @./Meshes/pillow_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9574001, 0.8363, 0.8267) + double3 xformOp:translate = (-3.0881960275638956, 9.768941729320861, 0.7260502056837054) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0006" ( + prepend references = @./Meshes/pillow_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9574001, 0.8363, 0.8267) + double3 xformOp:translate = (-3.055620137246634, 10.17740635584055, 0.6844136130937482) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0000" ( + prepend references = @./Meshes/sofa_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9574001, 0.8363, 0.8267) + double3 xformOp:translate = (-3.3410690940620476, 9.137968571993392, 0.37921501888859677) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0001" ( + prepend references = @./Meshes/sofa_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.079045532226673, 10.322428665161233, 0.1740157928477572) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0002" ( + prepend references = @./Meshes/sofa_0002.usd@ + ) + { + quatf xformOp:orient = (0.8357288, -0, 0, 0.54914236) + float3 xformOp:scale = (1.000035, 1.000035, 1) + double3 xformOp:translate = (-4.785164789558102, 7.32510077556251, 0.16863277436295168) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fork_0000" ( + prepend references = @./Meshes/fork_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.1281590766899572, 9.3577893652994, 0.7882737741524973) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fork_0001" ( + prepend references = @./Meshes/fork_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.1474696311935176, 8.928498214217953, 0.7894180336004765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spoon_0000" ( + prepend references = @./Meshes/spoon_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.12486458969125779, 9.322829422937463, 0.786065701244443) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spoon_0001" ( + prepend references = @./Meshes/spoon_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.14271863555785616, 9.284857001289545, 0.787492306487891) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "knife_0000" ( + prepend references = @./Meshes/knife_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.14756303789964734, 9.250425918068302, 0.7858756082058279) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0000" ( + prepend references = @./Meshes/tablecloth_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.1492665328931838, 8.867257856355952, 0.791491431238173) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0000" ( + prepend references = @./Meshes/kitchenware_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.3134281444549531, 9.574754921913861, 0.8509703826902011) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0001" ( + prepend references = @./Meshes/kitchenware_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.3722263698577261, 9.55206548023144, 0.8243870964049094) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0002" ( + prepend references = @./Meshes/kitchenware_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.37964722537985757, 9.508538110731912, 0.842120889663413) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0003" ( + prepend references = @./Meshes/kitchenware_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.34745060920528503, 9.366045533180975, 0.8106529750831689) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "menorah_0000" ( + prepend references = @./Meshes/menorah_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.386890697486144, 9.239826542855798, 0.9360657272342783) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0000" ( + prepend references = @./Meshes/vase_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.5433055534362867, 9.522665765762325, 0.8976283757329013) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0001" ( + prepend references = @./Meshes/vase_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.7746550121307262, 8.882108615875232, 0.8722301633001908) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0000" ( + prepend references = @./Meshes/plate_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.3139520263671875, 8.7180078125, 0.7863619823472587) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0001" ( + prepend references = @./Meshes/plate_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.5895933914184645, 8.794575935365309, 0.7914613241191039) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0002" ( + prepend references = @./Meshes/plate_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.7774298095703125, 9.070628883361582, 0.7916258991068995) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0003" ( + prepend references = @./Meshes/plate_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.4715125198364359, 9.079205131530559, 0.787101651650349) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0004" ( + prepend references = @./Meshes/plate_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.15436461639404286, 9.084262115478435, 0.7868934429229232) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0000" ( + prepend references = @./Meshes/television_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1984, 1.1984, 1.1984) + double3 xformOp:translate = (-7.289347141653922, 9.075176323534853, 1.176878748473896) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_lamp_0000" ( + prepend references = @./Meshes/floor_lamp_0000.usd@ + ) + { + quatf xformOp:orient = (0.38268343, -0, 0, 0.9238795) + float3 xformOp:scale = (1.1282595, 1.1282595, 1.1282) + double3 xformOp:translate = (-3.21906068351023, 7.171491585369439, 0.7750080968327736) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0000" ( + prepend references = @./Meshes/tea_set_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.93580982546011, 8.711218453114038, 0.5174674958557893) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0001" ( + prepend references = @./Meshes/tea_set_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.7014922174684, 9.180242841091546, 0.4874278649643421) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0000" ( + prepend references = @./Meshes/tray_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.941586032868001, 8.702792968770337, 0.48992083619970433) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0001" ( + prepend references = @./Meshes/tray_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.704983459472191, 9.174169921858388, 0.4598799027700729) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0000" ( + prepend references = @./Meshes/table_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.911230545072028, 8.905835266099523, 0.23948274230006633) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0001" ( + prepend references = @./Meshes/table_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.9032950287028814, 7.153603355562326, 0.38137173452702644) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "dining_table_0000" ( + prepend references = @./Meshes/dining_table_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.5198, 0.9281, 1.0196) + double3 xformOp:translate = (-0.44656766632813877, 9.137963717449194, 0.39056697707167315) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_light_0000" ( + prepend references = @./Meshes/wall_light_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.3974, 0.8295, 1.248) + double3 xformOp:translate = (-7.56390015467602, 7.118188952688407, 2.1076959808280686) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "wall_light_0000" + { + over "mesh_0000" + { + over "SM_Clutter_0005_Part_0001" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "light_0000" + { + float inputs:exposure = 1 + float inputs:intensity = 500 + float inputs:radius = 5 + float inputs:specular = 0 + quatd xformOp:orient = (0.499999978144305, 0.500000021855695, -0.4999999999999995, -0.4999999999999995) + double3 xformOp:scale = (7.156146867391932, 12.055454592732596, 8.012820251823646) + double3 xformOp:translate = (9.094947017729282e-13, -5.4569682106375694e-12, 318.2200593737796) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + } + + def Xform "wall_light_0001" ( + prepend references = @./Meshes/wall_light_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.3974, 0.8295, 1.248) + double3 xformOp:translate = (-7.563903693602152, 11.100737332888864, 2.107696975945964) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "wall_light_0001" + { + over "mesh_0000" + { + over "SM_Clutter_0005_Part_0000_484" ( + prepend apiSchemas = ["MaterialBindingAPI"] + ) + { + custom rel material:binding = ( + bindMaterialAs = "weakerThanDescendants" + ) + } + } + + over "light_0000" + { + float inputs:exposure = 1 + float inputs:intensity = 500 + float inputs:radius = 5 + float inputs:specular = 0 + quatd xformOp:orient = (0.499999978144305, 0.500000021855695, -0.4999999999999995, -0.4999999999999995) + double3 xformOp:scale = (7.156146867391932, 12.055454592732596, 8.012820251823646) + double3 xformOp:translate = (-1.4551915228366852e-11, -3.637978807091713e-12, 310.97636908253867) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + } + } + + def Scope "ceiling" + { + def Xform "ceiling_0000" ( + prepend references = @./Meshes/ceiling_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.6853, 2.4598, 0.5965) + double3 xformOp:translate = (-2.751572265625, 9.221513671875, 3.199999701749985) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0001" ( + prepend references = @./Meshes/ceiling_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.89370006, 1.1437, 0.9241) + double3 xformOp:translate = (0.3776483449833644, 13.46521544376589, 3.1498775726224126) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0002" ( + prepend references = @./Meshes/ceiling_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2459, 1.1332, 0.8317) + double3 xformOp:translate = (-5.040220563043227, 13.514233080517897, 3.16489127950913) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0003" ( + prepend references = @./Meshes/ceiling_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.911228100000001, 13.51423604, 3.30000005) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0004" ( + prepend references = @./Meshes/ceiling_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.75080326, 9.06375014, 3.30000005) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0005" ( + prepend references = @./Meshes/ceiling_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.10793994, 13.51423604, 3.30000005) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0006" ( + prepend references = @./Meshes/ceiling_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.91794049, 11.46728826, 2.5000000399999998) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0007" ( + prepend references = @./Meshes/ceiling_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.91794049, 9.137966930000001, 2.5000000399999998) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0008" ( + prepend references = @./Meshes/ceiling_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.10122498, 10.93804474, 3.35) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "wall" + { + def Xform "wall_0000" ( + prepend references = @./Meshes/wall_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.3974, 0.8295, 1.248) + double3 xformOp:translate = (-7.62465936260207, 9.109465150861386, 1.5599993759999502) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0001" ( + prepend references = @./Meshes/wall_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.25936501, 10.93798981, 1.649848107304424) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0002" ( + prepend references = @./Meshes/wall_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.75080002, 15.379500120000001, 1.6499949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0003" ( + prepend references = @./Meshes/wall_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.7508050500000003, 11.64, 1.6499949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0004" ( + prepend references = @./Meshes/wall_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.9179451000000003, 10.42040039, 1.6502090808103094) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0005" ( + prepend references = @./Meshes/wall_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.05249001, 13.51424988, 1.6499949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0006" ( + prepend references = @./Meshes/wall_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (5.56752014, 10.18480011, 1.6499949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0007" ( + prepend references = @./Meshes/wall_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.9779451, 7.85549988, 1.6500607653806219) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0008" ( + prepend references = @./Meshes/wall_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-7.76097015, 10.93798981, 1.6499949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0009" ( + prepend references = @./Meshes/wall_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.75080002, 6.4964797999999995, 1.6499949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0010" ( + prepend references = @./Meshes/wall_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.9779451, 12.51410034, 1.6499949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "other" + { + def Xform "door_handle_0000" ( + prepend references = @./Meshes/door_handle_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.809471911425795, 11.916449696647279, 1.5065041234138115) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0000" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0001" ( + prepend references = @./Meshes/door_handle_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.848470934863294, 13.437201649772279, 1.5065041234138115) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0001" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0002" ( + prepend references = @./Meshes/door_handle_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.848470934863294, 13.499701649772279, 1.5065041234138115) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0002" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0003" ( + prepend references = @./Meshes/door_handle_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.809471911425795, 15.020453602897279, 1.5065041234138115) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0003" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0004" ( + prepend references = @./Meshes/door_handle_0004.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.6979706926347933, 6.447984143254169, 1.5065041234138112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0004" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0005" ( + prepend references = @./Meshes/door_handle_0005.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.218720204353543, 6.40898511981667, 1.5065041234138112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0005" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0006" ( + prepend references = @./Meshes/door_handle_0006.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.281220204353543, 6.40898511981667, 1.5065041234138112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0006" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0007" ( + prepend references = @./Meshes/door_handle_0007.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.801972157478543, 6.447984143254169, 1.5065041234138112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0007" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0008" ( + prepend references = @./Meshes/door_handle_0008.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.0172514753339568, 6.447984143254169, 1.5065041234138112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0008" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0009" ( + prepend references = @./Meshes/door_handle_0009.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.5034983415605746, 6.40898511981667, 1.5065041234138112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0009" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0010" ( + prepend references = @./Meshes/door_handle_0010.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.5659983415605746, 6.40898511981667, 1.5065041234138112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0010" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0011" ( + prepend references = @./Meshes/door_handle_0011.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.086748768806668, 6.447984143254169, 1.5065041234138112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0011" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0012" ( + prepend references = @./Meshes/door_handle_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.1036351423261441, 15.427963122370832, 1.5065041234138112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0012" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0013" ( + prepend references = @./Meshes/door_handle_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.31711497974416836, 15.466947497370832, 1.5065041234138112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0013" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0014" ( + prepend references = @./Meshes/door_handle_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.37961497974416836, 15.466947497370832, 1.5065041234138112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0014" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0015" ( + prepend references = @./Meshes/door_handle_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.8003644914629184, 15.427963122370832, 1.5065041234138112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0015" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "doorsill_0000" ( + prepend references = @./Meshes/doorsill_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.22248613, 11.64001775, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0001" ( + prepend references = @./Meshes/doorsill_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.26836502, 10.940436689999999, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0002" ( + prepend references = @./Meshes/doorsill_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.26836502, 7.23549718, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0003" ( + prepend references = @./Meshes/doorsill_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.26836502, 9.13796644, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0004" ( + prepend references = @./Meshes/doorsill_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.8324850000000001, 11.64001775, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "door_0000" ( + prepend references = @./Meshes/door_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.8324853600000001, 11.66725347, 1.0779995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0000" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0001" ( + prepend references = @./Meshes/door_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.2374143, 7.235497430000001, 1.0779994999999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0001" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0002" ( + prepend references = @./Meshes/door_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.26836502, 9.13796767, 1.0559995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_5b485b3152b614096f83db1e3" + { + over "MI_5bd6aed5ef62e01a48c6648e" + { + float inputs:Opacity = 0.01 + } + } + } + + over "Meshes" + { + over "door_0002" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "physics_constraint_0003" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + + over "group_0003" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0003" ( + prepend references = @./Meshes/door_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.29521248, 10.940437509999999, 1.0704995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_5b485b3152b614096f83db1e3" + { + over "MI_5bd6aed5ef62e01a48c6648e" + { + float inputs:Opacity = 0.01 + } + } + } + + over "Meshes" + { + over "door_0003" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0004" ( + prepend references = @./Meshes/door_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.2224854800000005, 11.669473960000001, 1.0779995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0004" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "window_0000" ( + prepend references = @./Meshes/window_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.619255399999999, 11.5941394, 1.4999995299999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0001" ( + prepend references = @./Meshes/window_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.84747082, 13.468454300000001, 1.5004132062890387) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0002" ( + prepend references = @./Meshes/window_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.24997078, 6.40998276, 1.5004132062890387) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0003" ( + prepend references = @./Meshes/window_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.53474854, 6.40998276, 1.5004132062890387) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0004" ( + prepend references = @./Meshes/window_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.34836500000000004, 15.46595433, 1.5004132062890387) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "floor" + { + def Xform "floor_0000" ( + prepend references = @./Meshes/floor_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.10122498, 10.93804474, -0.30000500000023755) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0001" ( + prepend references = @./Meshes/floor_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.91122761, 13.51423604, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0002" ( + prepend references = @./Meshes/floor_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.9179399999999998, 9.137966930000001, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0003" ( + prepend references = @./Meshes/floor_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.9179399999999998, 11.46728826, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0004" ( + prepend references = @./Meshes/floor_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.10793994, 13.51423604, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0005" ( + prepend references = @./Meshes/floor_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, 0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.75080326, 9.06375014, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K" + { + over "MI_Linen_Canvas_rbess3s0_2K3" + { + float4 inputs:BaseColor_Color = (1, 1, 1, 1) + asset inputs:BaseColor_Tex = @./Materials/Textures/Marble01.jpeg@ ( + colorSpace = "sRGB" + ) + float4 inputs:BaseColor_UVA = (1, 1, 0, 0) + float4 inputs:Gloss_Color = (0.8, 0.8, 0.8, 1) + float inputs:IsBaseColorTex = 1 + } + } + } + } + } + } + + def "Rendering" + { + def "Lights" + { + def DistantLight "DirectionalLight" + { + float angle = 3 + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + color3f color = (1, 1, 1) + float colorTemperature = 6500 + bool enableColorTemperature = 0 + float inputs:angle = 3 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 2984.155 + bool inputs:normalize = 0 + float inputs:specular = 1 + float intensity = 2984.155 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DistantLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (0.862734507474745, 0.45431474853504766, -0.13583254782846785, -0.17560409399063706) + double3 xformOp:scale = (2.5, 2.5, 2.5) + double3 xformOp:translate = (-1.2, 9.4, 2) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def DomeLight "DomeLight" ( + prepend apiSchemas = ["ShapingAPI"] + ) + { + float inputs:intensity = 1000 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness + float inputs:shaping:focus + color3f inputs:shaping:focusTint + asset inputs:shaping:ies:file + asset inputs:texture:file = @./limpopo_golf_course_4k.hdr@ + token inputs:texture:format = "latlong" + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0, 0, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + + def Scope "Looks" + { + } +} + diff --git a/kujiale_0043/limpopo_golf_course_4k.hdr b/kujiale_0043/limpopo_golf_course_4k.hdr new file mode 100644 index 0000000000000000000000000000000000000000..69a8064f5ce4ae974f68c4a95a85731b92b82c23 --- /dev/null +++ b/kujiale_0043/limpopo_golf_course_4k.hdr @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d8c4f77cd64dae23dc7cc32665b6bcbc370716d3c99e255bf9359b6225862f36 +size 26179131 diff --git a/kujiale_0043/rooms.json b/kujiale_0043/rooms.json new file mode 100644 index 0000000000000000000000000000000000000000..f97e027e8d88456826f4543b3e8c65cf3ef3afd5 --- /dev/null +++ b/kujiale_0043/rooms.json @@ -0,0 +1 @@ +[{"room_type": "living room", "polygon": [[2.148364990234375, 7.8554970703125], [2.148364990234375, 10.4204365234375], [2.148364990234375, 11.520017578125], [-2.0524853515625, 11.520017578125], [-7.649970703125, 11.520017578125], [-7.649970703125, 6.60748291015625], [2.148364990234375, 6.60748291015625]]}, {"room_type": "bedroom", "polygon": [[-2.1724853515625, 11.760017578125], [-2.1724853515625, 15.2684541015625], [-7.649970703125, 15.2684541015625], [-7.649970703125, 11.760017578125]]}, {"room_type": "bedroom", "polygon": [[-1.9324853515625, 15.2684541015625], [-1.9324853515625, 11.760017578125], [2.148364990234375, 11.760017578125], [2.148364990234375, 12.5141396484375], [2.148364990234375, 15.2684541015625]]}, {"room_type": "kitchen", "polygon": [[2.388364990234375, 10.3004365234375], [2.388364990234375, 7.9754970703125005], [5.4475166015625005, 7.9754970703125005], [5.4475166015625005, 10.3004365234375]]}, {"room_type": "bathroom", "polygon": [[2.388364990234375, 11.640017578125], [2.388364990234375, 10.540436523437501], [5.4475166015625005, 10.540436523437501], [5.4475166015625005, 12.3941396484375], [2.388364990234375, 12.3941396484375]]}] \ No newline at end of file diff --git a/kujiale_0065/.thumbs/256x256/kujiale_0065.usda.png b/kujiale_0065/.thumbs/256x256/kujiale_0065.usda.png new file mode 100644 index 0000000000000000000000000000000000000000..9444a00aa29d76bbdf06b76b76238ffba23390ae --- /dev/null +++ b/kujiale_0065/.thumbs/256x256/kujiale_0065.usda.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:ba610ab0444dd22d5a70faa340ee935acfa89c81481a7198fcd0927b7dd5b85f +size 105774 diff --git a/kujiale_0065/Materials/BasicShapeMaterial.mdl b/kujiale_0065/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/kujiale_0065/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0065/Materials/MI_5790959ac6dce9394e920885_v2.mdl b/kujiale_0065/Materials/MI_5790959ac6dce9394e920885_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ce886eae63617e4eb7329394d7880c5b5f620479 --- /dev/null +++ b/kujiale_0065/Materials/MI_5790959ac6dce9394e920885_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5790959ac6dce9394e920885_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0065/Materials/MI_5a21182032367a738188b194_v2.mdl b/kujiale_0065/Materials/MI_5a21182032367a738188b194_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7a1579a7d4029508f416500616537a0a9bc2d047 --- /dev/null +++ b/kujiale_0065/Materials/MI_5a21182032367a738188b194_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5a21182032367a738188b194_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0065/Materials/MI_5b4de9de52b614167edab6e8_v2.mdl b/kujiale_0065/Materials/MI_5b4de9de52b614167edab6e8_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..bab00ad2d2ec033e5706e528c81e6fc445c61261 --- /dev/null +++ b/kujiale_0065/Materials/MI_5b4de9de52b614167edab6e8_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5b4de9de52b614167edab6e8_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0065/Materials/MI_6278e46b71e9410001e02725.mdl b/kujiale_0065/Materials/MI_6278e46b71e9410001e02725.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b0eba12f71ba1eda7173db0f4a59c31dc90131c2 --- /dev/null +++ b/kujiale_0065/Materials/MI_6278e46b71e9410001e02725.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_6278e46b71e9410001e02725( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0065/Materials/MI_6278e46ba7755a0001f37afa.mdl b/kujiale_0065/Materials/MI_6278e46ba7755a0001f37afa.mdl new file mode 100644 index 0000000000000000000000000000000000000000..6ba4ad907fbc25a36afeba5490f6d0b597998a55 --- /dev/null +++ b/kujiale_0065/Materials/MI_6278e46ba7755a0001f37afa.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_6278e46ba7755a0001f37afa( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0065/Materials/M_BaseMaterial.mdl b/kujiale_0065/Materials/M_BaseMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ed00d16934cd045cadecb7db4bb5dd5ddc8dd3e7 --- /dev/null +++ b/kujiale_0065/Materials/M_BaseMaterial.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0065/Materials/M_BaseMaterial_twosided.mdl b/kujiale_0065/Materials/M_BaseMaterial_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..34a066551136042c8b515bc0777c0e436c62c466 --- /dev/null +++ b/kujiale_0065/Materials/M_BaseMaterial_twosided.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_twosided( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0065/Materials/M_BaseMaterial_v2.mdl b/kujiale_0065/Materials/M_BaseMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..154aecae651add78223e5fe6138f215211f152d3 --- /dev/null +++ b/kujiale_0065/Materials/M_BaseMaterial_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0065/Materials/M_BaseMaterial_v2_twosided.mdl b/kujiale_0065/Materials/M_BaseMaterial_v2_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7d90fc45fb437460e27004b226156b66a976f877 --- /dev/null +++ b/kujiale_0065/Materials/M_BaseMaterial_v2_twosided.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2_twosided( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0065/Materials/M_TranslucentMaterial.mdl b/kujiale_0065/Materials/M_TranslucentMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..0452d78794ea94cb1040fdf3244e688785b52118 --- /dev/null +++ b/kujiale_0065/Materials/M_TranslucentMaterial.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0065/Materials/M_TranslucentMaterial_v2.mdl b/kujiale_0065/Materials/M_TranslucentMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..6cef6519dd94a7d9f305169cecdb1d5512581737 --- /dev/null +++ b/kujiale_0065/Materials/M_TranslucentMaterial_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0065/Materials/OmniUe4Base.mdl b/kujiale_0065/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a441fbaf28040302c7aaabfbcf14b24a85bdf643 --- /dev/null +++ b/kujiale_0065/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/kujiale_0065/Materials/OmniUe4Function.mdl b/kujiale_0065/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..84f4f0da48ff31d03ee611373fe3a4d2e04c9079 --- /dev/null +++ b/kujiale_0065/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/kujiale_0065/Materials/OmniUe4Translucent.mdl b/kujiale_0065/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..483a83004b8f7d5bf820a7905d06ea2d7d5894af --- /dev/null +++ b/kujiale_0065/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/kujiale_0065/Materials/Textures/BlackPlaceholder.png b/kujiale_0065/Materials/Textures/BlackPlaceholder.png new file mode 100644 index 0000000000000000000000000000000000000000..cf498a3f19c07112845752ecd2523a666d8d13b5 --- /dev/null +++ b/kujiale_0065/Materials/Textures/BlackPlaceholder.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid 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0000000000000000000000000000000000000000..1374299f552cc467f093777626b92f4faa277cc4 --- /dev/null +++ b/kujiale_0065/Materials/WorldGridMaterial.mdl @@ -0,0 +1,77 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float Local19 = math::lerp(0.0,0.5,Local12.y); + float Local20 = math::lerp(0.7,1.0,Local9.y); + float Local21 = math::lerp(Local20,1.0,0.0); + float Local22 = (Local21 * 1.0); + float Local23 = (Local19 + Local22); + float Local24 = math::min(math::max(Local23,0.0),1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local18,Local18,Local18); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Local24; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + 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cameraSettings = { + dictionary Front = { + double3 position = (500, 0, 0) + double radius = 5 + } + dictionary Perspective = { + double3 position = (-3.3325128285812142, 1.1572789305464752, 1.3037375666073832) + double3 target = (-2.583124676327945, -0.15213025143673709, 1.2299157689166096) + } + dictionary Right = { + double3 position = (0, -500, 0) + double radius = 5 + } + dictionary Top = { + double3 position = (0, 0, 500) + double radius = 5 + } + string boundCamera = "/OmniverseKit_Persp" + } + dictionary omni_layer = { + string authoring_layer = "./kujiale_0065.usda" + } + dictionary renderSettings = { + double "rtx:post:tonemap:cm2Factor" = 3019.30419921875 + double "rtx:post:tonemap:exposureTime" = 0.000016666666851961054 + double "rtx:post:tonemap:fNumber" = 2.799999952316284 + double "rtx:reflections:maxRoughness" = 1 + } + } + defaultPrim = "Root" + metersPerUnit = 1 + upAxis = "Z" +) + +def Xform "Root" +{ + def Scope "Meshes" + { + def Scope "kitchen_474" + { + def Xform "range_hood_0000" ( + prepend references = @./Meshes/range_hood_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.4761529178706139, 5.211444122386856, 1.2899992863779919) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0000" ( + prepend references = @./Meshes/kitchenware_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.5761522979729754, 5.1114376220686575, 0.8399992901899973) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0001" ( + prepend references = @./Meshes/kitchenware_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.456200907775816, 4.151933005593958, 0.9621715371354318) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0002" ( + prepend references = @./Meshes/kitchenware_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.4561969404512842, 4.224366084093429, 0.9590562455291034) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0003" ( + prepend references = @./Meshes/kitchenware_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.4300481948951833, 4.327727574066315, 0.9391111275926057) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0004" ( + prepend references = @./Meshes/kitchenware_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.348307317727314, 5.987225719303098, 0.9055364136814646) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0005" ( + prepend references = @./Meshes/kitchenware_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3446113777102733, 5.985735053852952, 0.9020326599892551) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0006" ( + prepend references = @./Meshes/kitchenware_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.341746547695606, 5.984576331930703, 0.8970408024363155) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0000" ( + prepend references = @./Meshes/bathroom_product_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.845955829444083, 5.973411927758932, 1.011352325129616) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "basin_0000" ( + prepend references = @./Meshes/basin_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.7710866470798607, 5.836499885558876, 0.7329518542989819) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0000" ( + prepend references = @./Meshes/tray_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.7230871582031475, 4.463608482360841, 0.8442738692420964) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0000" ( + prepend references = @./Meshes/ornament_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3322537993503203, 5.65312884234608, 0.9693139535948284) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0001" ( + prepend references = @./Meshes/ornament_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3070432453078595, 5.725506508992588, 0.9709012906242086) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0002" ( + prepend references = @./Meshes/ornament_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.291667155665436, 5.782781612043923, 0.9676040455886311) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0003" ( + prepend references = @./Meshes/ornament_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.2462745466932272, 5.755636999918834, 0.9635230743466675) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0004" ( + prepend references = @./Meshes/ornament_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.374329208484766, 5.705211444457105, 0.9559861752654264) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0005" ( + prepend references = @./Meshes/ornament_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.385330786637009, 5.777574485022883, 0.8983064033645716) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0006" ( + prepend references = @./Meshes/ornament_0006.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3632081757779906, 5.762566082692196, 0.9441646406260474) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0007" ( + prepend references = @./Meshes/ornament_0007.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3112835049986655, 5.775047670503571, 0.9225473420244377) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0008" ( + prepend references = @./Meshes/ornament_0008.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.249870263421828, 5.784694231047555, 0.9243080536966402) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0009" ( + prepend references = @./Meshes/ornament_0009.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.274020796721552, 5.732717630360436, 0.9261574375242629) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0010" ( + prepend references = @./Meshes/ornament_0010.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.2442448128792996, 5.702965918200675, 0.9513951360791416) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0011" ( + prepend references = @./Meshes/ornament_0011.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3074676657604183, 5.68174885091727, 0.9391553814025535) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0012" ( + prepend references = @./Meshes/ornament_0012.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.352770517146806, 5.655995169661587, 0.9203058125558459) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0013" ( + prepend references = @./Meshes/ornament_0013.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3501281927765367, 5.7185146762569845, 0.909173608038111) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0014" ( + prepend references = @./Meshes/ornament_0014.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3797902230103274, 5.708254269851692, 0.9054467441675037) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0015" ( + prepend references = @./Meshes/ornament_0015.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.244205061070291, 5.660729143818647, 0.9227063962957033) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0016" ( + prepend references = @./Meshes/ornament_0016.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.288603584865066, 5.6542225180308705, 0.8918405115316208) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0017" ( + prepend references = @./Meshes/ornament_0017.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.2404403086683686, 5.6707779159340985, 0.8718230034956197) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0018" ( + prepend references = @./Meshes/ornament_0018.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3295869118524735, 5.771330827830536, 0.8713933975302093) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0019" ( + prepend references = @./Meshes/ornament_0019.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.2698621913945853, 5.783241574151258, 0.8771343938931895) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0020" ( + prepend references = @./Meshes/ornament_0020.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.307595548863813, 5.734166088470402, 0.8771773655072992) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0021" ( + prepend references = @./Meshes/ornament_0021.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3246472665686433, 5.676614202593917, 0.8678051755076505) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0022" ( + prepend references = @./Meshes/ornament_0022.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3782416896745646, 5.650776839278353, 0.8700131837988211) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0023" ( + prepend references = @./Meshes/ornament_0023.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.376518442264473, 5.737600105957669, 0.8697497341292215) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0024" ( + prepend references = @./Meshes/ornament_0024.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.248508136970987, 5.729839233143582, 0.8710404054861483) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0000" ( + prepend references = @./Meshes/storage_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3127367325232577, 5.71665228461191, 0.9279879738938571) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0005" ( + prepend references = @./Meshes/cabinet_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.3957518099999993, 5.06482967, 1.1696172420390016) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bathroom_320" + { + def Xform "bathroom_product_0001" ( + prepend references = @./Meshes/bathroom_product_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.260949360261048, -0.566963974085287, 1.5926897574384973) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0002" ( + prepend references = @./Meshes/bathroom_product_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.928332282995387, -0.8128988685608866, 1.0074109164493499) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0003" ( + prepend references = @./Meshes/bathroom_product_0003.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.175546690015483, -0.8129029522000546, 1.0072953053666973) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0004" ( + prepend references = @./Meshes/bathroom_product_0004.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.052498098339697, -0.7255958537998053, 1.0073145630027411) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "basin_0001" ( + prepend references = @./Meshes/basin_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.22942639160924, -0.58219604493107, 0.7461092948709526) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0002" ( + prepend references = @./Meshes/cabinet_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.2294279098391305, -0.5914250030511733, 0.4164681279299263) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0003" ( + prepend references = @./Meshes/cabinet_0003.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.231512435913358, -0.7085593299938902, 1.5852789494883968) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "mirror_0000" ( + prepend references = @./Meshes/mirror_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.062080078125, -0.5854901123046875, 1.6007172734374688) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "closestool_0000" ( + prepend references = @./Meshes/closestool_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-6.320599998313023, -0.5562728729165326, 0.16239589277210986) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "door_0000" ( + prepend references = @./Meshes/door_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-1.0689, 1, 1) + double3 xformOp:translate = (-6.785968107112232, 0.041902011867203603, 1.0799996068671278) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0000" + { + over "mesh_0000" + { + token visibility = "invisible" + } + + over "mesh_0001" + { + token visibility = "invisible" + } + + over "mesh_0002" + { + token visibility = "invisible" + } + + over "mesh_0003" + { + token visibility = "invisible" + } + + over "mesh_0004" + { + token visibility = "invisible" + } + + over "mesh_0005" + { + token visibility = "invisible" + } + + over "mesh_0006" + { + token visibility = "invisible" + } + + over "mesh_0007" + { + token visibility = "invisible" + } + } + } + } + } + + def Scope "livingroom_661" + { + def Xform "tray_0001" ( + prepend references = @./Meshes/tray_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.3659228515625, 2.4293115234375002, 0.7227430202598258) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0002" ( + prepend references = @./Meshes/tray_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.3659228515625, 1.985372314453125, 0.7227430202598258) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0003" ( + prepend references = @./Meshes/tray_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.047392578125, 1.985372314453125, 0.7227430202598258) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0004" ( + prepend references = @./Meshes/tray_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.04739013671875, 2.4293115234375002, 0.7227430202598258) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0005" ( + prepend references = @./Meshes/tray_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8749, 0.8749, 0.8749) + double3 xformOp:translate = (-1.802282724856186, -2.1410278320312446, 0.4219502525566771) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0006" ( + prepend references = @./Meshes/tray_0006.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8749, 0.8749, 0.8749) + double3 xformOp:translate = (-1.8055406189381313, -2.2645989268525684, 0.41750835661525326) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0033" ( + prepend references = @./Meshes/ornament_0033.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.363534744262762, 2.4304972190861176, 0.7329709221689769) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0034" ( + prepend references = @./Meshes/ornament_0034.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.368308536529475, 1.9865562095646245, 0.7329713737337634) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0035" ( + prepend references = @./Meshes/ornament_0035.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.0497782630919743, 1.986556247711598, 0.7329699131815441) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0036" ( + prepend references = @./Meshes/ornament_0036.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.045004470825262, 2.4304967308048604, 0.7329704830019477) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0037" ( + prepend references = @./Meshes/ornament_0037.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.345845125183538, -1.7494496574621698, 0.7592453689584348) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0038" ( + prepend references = @./Meshes/ornament_0038.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.298262672558729, -2.3546223720477317, 0.6581313476723426) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0039" ( + prepend references = @./Meshes/ornament_0039.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.204224225999376, -1.8740597513598716, 0.6031944217652849) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0040" ( + prepend references = @./Meshes/ornament_0040.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.257953325277426, -2.24078868863991, 0.6363110008241742) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0041" ( + prepend references = @./Meshes/ornament_0041.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.164622438543862, -2.320268303708829, 0.6318618659922167) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0042" ( + prepend references = @./Meshes/ornament_0042.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.206522193862046, -2.4392558627730985, 0.6205257222311388) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0043" ( + prepend references = @./Meshes/ornament_0043.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8749, 0.8749, 0.8749) + double3 xformOp:translate = (-1.740072061092509, -2.2412204336493877, 0.4799113375146504) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0044" ( + prepend references = @./Meshes/ornament_0044.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8749, 0.8749, 0.8749) + double3 xformOp:translate = (-1.8828306146866067, -2.391704874051781, 0.4579344845107184) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0045" ( + prepend references = @./Meshes/ornament_0045.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8749, 0.8749, 0.8749) + double3 xformOp:translate = (-1.8993481445312501, -2.2726904296875, 0.43270399762528683) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0000" ( + prepend references = @./Meshes/flower_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.4864474410962811, -4.038564819263111, 0.5825864753055909) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0001" ( + prepend references = @./Meshes/flower_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.5369714279126874, -0.40813482658732936, 0.5825864753055909) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0003" ( + prepend references = @./Meshes/flower_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.6593887892775694, 2.198570651541178, 1.0527493132204735) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0004" ( + prepend references = @./Meshes/flower_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8749, 0.8749, 0.8749) + double3 xformOp:translate = (-1.8264002903755798, -2.615222973109334, 0.6900971308978947) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0000" ( + prepend references = @./Meshes/table_lamp_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.5695894012582301, -4.210510345502678, 0.8425014774127846) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0000" ( + prepend references = @./Meshes/table_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.5010483701107592, -4.171563720851573, 0.2507895352765388) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0001" ( + prepend references = @./Meshes/table_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.5515726621029466, -0.5411358644062603, 0.2507895352765388) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0002" ( + prepend references = @./Meshes/table_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8749, 0.8749, 0.8749) + double3 xformOp:translate = (-1.786617279591912, -2.423463799405166, 0.21108437252672466) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0004" ( + prepend references = @./Meshes/pillow_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.6859095451134517, -1.9562189957072458, 0.6372324145346533) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0005" ( + prepend references = @./Meshes/pillow_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.75643749, -1.5206561360730937, 0.6415612803046986) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0006" ( + prepend references = @./Meshes/pillow_0006.usd@ + ) + { + quatf xformOp:orient = (0.28946888, -0, 0, -0.9571874) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.7116848378325702, -3.2502058411588455, 0.6551029352381248) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0004" ( + prepend references = @./Meshes/cabinet_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.220164581348147, -2.399515630335726, 0.2781319885254152) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0000" ( + prepend references = @./Meshes/painting_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.4803515625, 2.21700439453125, 1.6329059941405937) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0002" ( + prepend references = @./Meshes/painting_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2127, 0.6667, 1.2127) + double3 xformOp:translate = (-0.0705085023283965, -2.402863769531271, 1.6383184484381743) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0000" ( + prepend references = @./Meshes/chandelier_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.256998947143619, 2.2106751845700403, 1.9483591137464091) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0002" ( + prepend references = @./Meshes/chandelier_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.73810005, 0.73810005, 0.73810005) + double3 xformOp:translate = (-1.8020895166329955, -2.3622589052672165, 2.0981208989715103) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0000" ( + prepend references = @./Meshes/sofa_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.6373074131156046, -2.4077098762032385, 0.45245700427593705) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0001" ( + prepend references = @./Meshes/sofa_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.586196960911252, -0.5474182432187104, 0.47167388916114295) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0004" ( + prepend references = @./Meshes/book_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.253064346335949, -2.864318160194383, 0.6717630850929113) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0005" ( + prepend references = @./Meshes/book_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.2508426284593934, -2.863603905525533, 0.6390956704231571) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0006" ( + prepend references = @./Meshes/book_0006.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.250858352640805, -2.8636032799289035, 0.6059385459038487) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0007" ( + prepend references = @./Meshes/book_0007.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.250834739665237, -2.863601151315704, 0.5727527739616503) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0001" ( + prepend references = @./Meshes/vase_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.725671121597395, 2.220395412452452, 0.8651705510271533) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0000" ( + prepend references = @./Meshes/television_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.4824928960804646, -2.386032592755113, 1.1728846318360064) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0000" ( + prepend references = @./Meshes/chair_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.32051490001594, 1.3892445526087966, 0.39094091847892287) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0001" ( + prepend references = @./Meshes/chair_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.03448754139031, 2.9851792755162037, 0.39094091847892287) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0002" ( + prepend references = @./Meshes/chair_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.04648657970344, 1.3772450408900465, 0.39094091847892287) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0003" ( + prepend references = @./Meshes/chair_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.33251488514031, 2.9851792755162037, 0.39094091847892287) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0000" ( + prepend references = @./Meshes/bowl_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.355127014160157, 2.434051435555618, 0.758917937835587) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0001" ( + prepend references = @./Meshes/bowl_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.376718738555908, 1.9901101989367067, 0.7589176632716943) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0002" ( + prepend references = @./Meshes/bowl_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.0581886062622092, 1.9901116009327968, 0.7589178043960412) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bowl_0003" ( + prepend references = @./Meshes/bowl_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.036594228744507, 2.4340501766796354, 0.758918215285059) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0000" ( + prepend references = @./Meshes/chopstick_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.276438148260119, 1.9818774642946522, 0.7415524603876088) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0001" ( + prepend references = @./Meshes/chopstick_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.2873510627746945, 1.9819770393373146, 0.7415441601509625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0002" ( + prepend references = @./Meshes/chopstick_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.9688207893371943, 1.9819770393373146, 0.7415441601509625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0003" ( + prepend references = @./Meshes/chopstick_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.9579054334163692, 1.9818774223329818, 0.7415524603876088) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0004" ( + prepend references = @./Meshes/chopstick_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.1368749485016223, 2.4258176994326615, 0.7415526557797771) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0005" ( + prepend references = @./Meshes/chopstick_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.4554076633453725, 2.4258176994326615, 0.7415526557797771) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0006" ( + prepend references = @./Meshes/chopstick_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.125962114095691, 2.4259170722962384, 0.7415440859350112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chopstick_0007" ( + prepend references = @./Meshes/chopstick_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.444492387533191, 2.4259170951844222, 0.7415440859350112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "dining_table_0000" ( + prepend references = @./Meshes/dining_table_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.706657318105115, 2.2172107849054714, 0.3602213475333752) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0000" ( + prepend references = @./Meshes/tea_set_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8749, 0.8749, 0.8749) + double3 xformOp:translate = (-1.7671491385843847, -2.3614116832638645, 0.48517967782519) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0001" ( + prepend references = @./Meshes/tea_set_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8749, 0.8749, 0.8749) + double3 xformOp:translate = (-1.850050244807876, -2.3168980947820343, 0.4324294904980497) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0002" ( + prepend references = @./Meshes/tea_set_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8749, 0.8749, 0.8749) + double3 xformOp:translate = (-1.8503368502837012, -2.2456973602150514, 0.43243062264827303) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0000" ( + prepend references = @./Meshes/spot_light_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.949419688155631, 0.4266560846869001, 2.520642706507699) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bedroom_142" + { + def Xform "ornament_0025" ( + prepend references = @./Meshes/ornament_0025.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8333, 0.8333, 0.8333) + double3 xformOp:translate = (-7.389376170924238, -2.0540341342556627, 0.47035199796698385) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0026" ( + prepend references = @./Meshes/ornament_0026.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8333, 0.8333, 0.8333) + double3 xformOp:translate = (-7.448109106286863, -1.8602622373567663, 0.5317885071774606) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0027" ( + prepend references = @./Meshes/ornament_0027.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-0.8333, 0.8333, 0.8333) + double3 xformOp:translate = (-7.474549039455505, -3.9724970653707534, 0.5083915878550358) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0028" ( + prepend references = @./Meshes/ornament_0028.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-0.8333, 0.8333, 0.8333) + double3 xformOp:translate = (-7.411983592837256, -4.068663616211158, 0.4703519979669838) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0029" ( + prepend references = @./Meshes/ornament_0029.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-0.8333, 0.8333, 0.8333) + double3 xformOp:translate = (-7.470716521661542, -4.262433091492836, 0.5317885071774605) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0001" ( + prepend references = @./Meshes/storage_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.1989, 1, 0.9628) + double3 xformOp:translate = (-4.713076782190008, -1.4701846618590548, 2.3030175311977144) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0002" ( + prepend references = @./Meshes/storage_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.1989, 1, 0.9628) + double3 xformOp:translate = (-5.076192984512495, -1.4701854705743052, 2.3030180674251373) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0003" ( + prepend references = @./Meshes/storage_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.1989, 1, 0.9628) + double3 xformOp:translate = (-5.431228069741201, -1.470184722894212, 2.30301866609) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0004" ( + prepend references = @./Meshes/storage_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.1989, 1, 0.9628) + double3 xformOp:translate = (-5.888303864174397, -1.4701850509584728, 2.3030198083278663) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0005" ( + prepend references = @./Meshes/storage_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.1989, 1, 0.9628) + double3 xformOp:translate = (-6.231959663823481, -1.4701856384218421, 2.3030193014827685) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0006" ( + prepend references = @./Meshes/storage_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.1989, 1, 0.9628) + double3 xformOp:translate = (-4.830880245683619, -1.3232695694067849, 0.17516648413917152) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0007" ( + prepend references = @./Meshes/storage_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.1989, 1, 0.9628) + double3 xformOp:translate = (-5.050715478478162, -1.350836630569865, 0.3872383024109034) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0001" ( + prepend references = @./Meshes/table_lamp_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-0.8333, 0.8333, 0.8333) + double3 xformOp:translate = (-7.53463874545579, -4.073990147936202, 0.6966324610998686) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0000" ( + prepend references = @./Meshes/pillow_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8232, 1, 1) + double3 xformOp:translate = (-7.166312434104888, -2.7179053939396858, 0.7443480605723012) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0001" ( + prepend references = @./Meshes/pillow_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8232, 1, 1) + double3 xformOp:translate = (-7.162275780935123, -3.391188291203942, 0.7419894256560133) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0002" ( + prepend references = @./Meshes/pillow_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8232, 1, 1) + double3 xformOp:translate = (-7.449238335103394, -2.6791602843600857, 0.8060085332001272) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0003" ( + prepend references = @./Meshes/pillow_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8232, 1, 1) + double3 xformOp:translate = (-7.438022278279582, -3.4718279677180166, 0.7483898256263843) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0000" ( + prepend references = @./Meshes/bedding_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8232, 1, 1) + double3 xformOp:translate = (-6.332619050120729, -3.049502253485843, 0.399522171020086) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0001" ( + prepend references = @./Meshes/bedding_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8232, 1, 1) + double3 xformOp:translate = (-6.6042601740116655, -3.0617342161801115, 0.28298777081380483) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0000" ( + prepend references = @./Meshes/bed_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8232, 1, 1) + double3 xformOp:translate = (-6.709674288189705, -3.049553412677812, 0.5459361745137186) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0001" ( + prepend references = @./Meshes/cabinet_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.1989, 1, 0.9628) + double3 xformOp:translate = (-6.080974194930737, -1.4563180696071971, 1.2999755148308023) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0003" ( + prepend references = @./Meshes/chandelier_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.783318725546114, -3.172634673907944, 2.1056417002855614) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0000" ( + prepend references = @./Meshes/book_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8333, 0.8333, 0.8333) + double3 xformOp:translate = (-7.485884316741753, -1.861840699469449, 0.4349849276258596) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0001" ( + prepend references = @./Meshes/book_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8333, 0.8333, 0.8333) + double3 xformOp:translate = (-7.463402492004235, -1.9940589396433948, 0.21030982192765404) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0002" ( + prepend references = @./Meshes/book_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-0.8333, 0.8333, 0.8333) + double3 xformOp:translate = (-7.508486855803081, -4.260853392326864, 0.43498492762585955) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0003" ( + prepend references = @./Meshes/book_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-0.8333, 0.8333, 0.8333) + double3 xformOp:translate = (-7.48600503099381, -4.128637599094994, 0.21030982192765402) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cosmetic_0000" ( + prepend references = @./Meshes/cosmetic_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.1989, 1, 0.9628) + double3 xformOp:translate = (-4.721440692026834, -1.4262466506380524, 0.8389426727435209) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cosmetic_0001" ( + prepend references = @./Meshes/cosmetic_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.1989, 1, 0.9628) + double3 xformOp:translate = (-5.691814322019739, -1.3330523070430218, 0.754552365652965) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0001" ( + prepend references = @./Meshes/television_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071066, -0, 0, -0.707107) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.7361629385222477, -3.25707472380783, 1.260896447698535) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0000" ( + prepend references = @./Meshes/shelf_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.3783001, 1, 1.0487) + double3 xformOp:translate = (-5.701109063644062, -4.587424293478158, 2.7515666759452944) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0000" ( + prepend references = @./Meshes/curtain_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.3783001, 1, 1.0487) + double3 xformOp:translate = (-5.706946584217512, -4.505200472813322, 1.3664494553434963) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0001" ( + prepend references = @./Meshes/spot_light_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-6.1240884516418905, -1.4066428647746596, 2.1015247114881075) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0002" ( + prepend references = @./Meshes/spot_light_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-5.1912749900053035, -1.4394736011444806, 2.0994223746898606) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "balcony_879613" + { + def Xform "ornament_0030" ( + prepend references = @./Meshes/ornament_0030.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.70650005, 0.70650005, 0.70650005) + double3 xformOp:translate = (-3.180158514214227, -5.691023080115819, 1.4715686085433881) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0031" ( + prepend references = @./Meshes/ornament_0031.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.70650005, 0.70650005, 0.70650005) + double3 xformOp:translate = (-3.3683828085781293, -5.580492815186983, 1.3298852723764032) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0032" ( + prepend references = @./Meshes/ornament_0032.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.70650005, 0.70650005, 0.70650005) + double3 xformOp:translate = (-3.465078117588537, -5.211386751091009, 1.5164266487030886) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0002" ( + prepend references = @./Meshes/flower_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.70650005, 0.70650005, 0.70650005) + double3 xformOp:translate = (-3.3506179217668537, -5.8535325082680805, 1.5663320549150743) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0000" ( + prepend references = @./Meshes/cabinet_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.8316, 1, 1.3184) + double3 xformOp:translate = (-3.2638462314653, -5.484072009164099, 0.646916255899414) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0001" ( + prepend references = @./Meshes/painting_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.70650005, 0.70650005, 0.70650005) + double3 xformOp:translate = (-3.327941564096939, -5.410561379260255, 1.4610848920646766) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0000" ( + prepend references = @./Meshes/vase_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.70650005, 0.70650005, 0.70650005) + double3 xformOp:translate = (-3.344453097291434, -5.766250622780775, 1.380685988164166) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0001" ( + prepend references = @./Meshes/shelf_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2089, 1.0487, 1.0487) + double3 xformOp:translate = (-1.7638475986015738, -6.3142030426745634, 2.7515666759452944) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0001" ( + prepend references = @./Meshes/curtain_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2089, 1.0487, 1.0487) + double3 xformOp:translate = (-1.7689680608058553, -6.227977238800775, 1.3664494553434963) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "ceiling" + { + def Xform "ceiling_0000" ( + prepend references = @./Meshes/ceiling_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.8682, 1.1333, 0.6803) + double3 xformOp:translate = (-1.753905932055668, -2.3717691894775452, 2.7000003731313185) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0001" ( + prepend references = @./Meshes/ceiling_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9928, 0.85, 0.6803) + double3 xformOp:translate = (-5.715653933300782, -2.77442076416015, 2.700000373131319) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0002" ( + prepend references = @./Meshes/ceiling_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.8682, 0.8758, 0.6803) + double3 xformOp:translate = (-1.753905932055668, 1.646466705908224, 2.700000373131319) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0003" ( + prepend references = @./Meshes/ceiling_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9077, 0.4882, 1) + double3 xformOp:translate = (-6.2032058950805276, 0.04418949944995802, 2.5903134052215817) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0004" ( + prepend references = @./Meshes/ceiling_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1.1884, 0.5528, 1) + double3 xformOp:translate = (-2.3953575119391792, 4.874904816699018, 2.560422799635978) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0005" ( + prepend references = @./Meshes/ceiling_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9369, 0.2731, 1) + double3 xformOp:translate = (-1.757001953125, -5.5371826171875, 2.659999499999969) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0006" ( + prepend references = @./Meshes/ceiling_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.2513, 0.21410002, 1) + double3 xformOp:translate = (-4.0005810546875, 0.409228515625, 2.6599994999999685) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0007" ( + prepend references = @./Meshes/ceiling_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.19610001, 0.2009, 1) + double3 xformOp:translate = (-4.09652099609375, -0.589490966796875, 2.659999499999969) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0008" ( + prepend references = @./Meshes/ceiling_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.39575199, 4.874511790000001, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0009" ( + prepend references = @./Meshes/ceiling_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.24145511, -0.62207032, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0010" ( + prepend references = @./Meshes/ceiling_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.7539057900000001, -5.60987118, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0011" ( + prepend references = @./Meshes/ceiling_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-6.20320419, 0.04418945, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0012" ( + prepend references = @./Meshes/ceiling_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-5.7156553599999995, -2.49340824, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0013" ( + prepend references = @./Meshes/ceiling_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.8592105400000003, -0.1132901, 2.85) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "wall" + { + def Xform "wall_0000" ( + prepend references = @./Meshes/wall_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.3104, 1.3104, 1) + double3 xformOp:translate = (-3.48735107421875, -2.37209716796875, 1.2999994999999687) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0001" ( + prepend references = @./Meshes/wall_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.4177, 1, 0.9285) + double3 xformOp:translate = (-0.03398459533259713, -2.368064954412845, 1.3000250319961597) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0002" ( + prepend references = @./Meshes/wall_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.61035507, -3.3415590099999997, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0003" ( + prepend references = @./Meshes/wall_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.75390602, -6.44944489, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0004" ( + prepend references = @./Meshes/wall_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.57687012, -0.02438503, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0005" ( + prepend references = @./Meshes/wall_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.09396190000000001, -1.4702200300000001, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0006" ( + prepend references = @./Meshes/wall_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.9192110400000004, -4.76171494, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0007" ( + prepend references = @./Meshes/wall_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-7.812384949999999, -1.859375, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0008" ( + prepend references = @./Meshes/wall_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.39575001, 6.23144501, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0009" ( + prepend references = @./Meshes/wall_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.6939055200000002, 3.50899994, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0010" ( + prepend references = @./Meshes/wall_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.60177505, 3.62863209, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0011" ( + prepend references = @./Meshes/wall_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.029325099999999, -0.21652075, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0012" ( + prepend references = @./Meshes/wall_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-6.13462509, -0.96316452, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0013" ( + prepend references = @./Meshes/wall_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-5.70708008, 1.03439247, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0014" ( + prepend references = @./Meshes/wall_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.18115002, 4.93450989, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "other" + { + def Xform "door_0001" ( + prepend references = @./Meshes/door_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.61115229, 3.50707446, 1.0554995009999764) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0001" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0002" ( + prepend references = @./Meshes/door_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.39575203, 3.51757831, 1.0559995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0002" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "physics_constraint_0003" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + + over "group_0003" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0003" ( + prepend references = @./Meshes/door_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.607126190000001, 0.42296880000000003, 1.0704995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0003" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0004" ( + prepend references = @./Meshes/door_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.0979003899999995, -0.25041792, 1.0704995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0004" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0005" ( + prepend references = @./Meshes/door_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.61746096, -4.76171899, 1.1998010136718515) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0005" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "physics_constraint_0003" + { + token visibility = "invisible" + } + + over "physics_constraint_0004" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + + over "group_0003" + { + token visibility = "invisible" + } + + over "group_0004" + { + token visibility = "invisible" + } + } + } + } + + def Xform "doorsill_0000" ( + prepend references = @./Meshes/doorsill_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.61115199, 3.5175780600000004, 0.0007950000116834418) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0001" ( + prepend references = @./Meshes/doorsill_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.097900210000001, -0.22509733, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0002" ( + prepend references = @./Meshes/doorsill_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.61746049, -4.76171907, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0003" ( + prepend references = @./Meshes/doorsill_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.585449290000001, 0.42296802, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0004" ( + prepend references = @./Meshes/doorsill_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.39575156, 3.5175780600000004, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0000" ( + prepend references = @./Meshes/window_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.5599768000000003, 6.19346147, 1.4999995299999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0001" ( + prepend references = @./Meshes/window_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.7539067600000002, -6.511969769999999, 1.2499992599296639) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0002" ( + prepend references = @./Meshes/window_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-5.7509594900000005, -4.72816484, 1.2999994974999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0003" ( + prepend references = @./Meshes/window_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-7.872722700000001, -0.33458983000000003, 1.4999995299999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "floor" + { + def Xform "floor_0000" ( + prepend references = @./Meshes/floor_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.8592105400000003, -0.1132901, -0.30000500000023755) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0001" ( + prepend references = @./Meshes/floor_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.24145511, -0.62207032, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0002" ( + prepend references = @./Meshes/floor_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-5.7156553599999995, -2.49340824, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0003" ( + prepend references = @./Meshes/floor_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.39575199, 4.874511790000001, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0004" ( + prepend references = @./Meshes/floor_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-6.20320419, 0.04418945, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0005" ( + prepend references = @./Meshes/floor_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.7539057900000001, -5.60987118, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + + def "Rendering" + { + def "Lights" + { + def DistantLight "DirectionalLight" + { + float angle = 0.5357 + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + color3f color = (1, 1, 1) + float colorTemperature = 6500 + bool enableColorTemperature = 0 + float inputs:angle = 2.7 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 1989.4366 + bool inputs:normalize = 0 + float inputs:specular = 1 + float intensity = 1989.4366 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DistantLight" + uniform token purpose = "default" + token visibility = "inherited" + bool visibleInPrimaryRay = 0 + quatd xformOp:orient = (0.8432290719062749, 0.537196191129681, -0.010542351417009132, -0.016548213028776782) + double3 xformOp:scale = (2.5, 2.5, 2.5) + double3 xformOp:translate = (-1.3300206121133458, -2.25007627975124, 1.1523451696735594) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def DomeLight "DomeLight" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float guideRadius = 100000 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 1000 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 1 + asset inputs:texture:file = @./limpopo_golf_course_4k.hdr@ + token inputs:texture:format = "latlong" + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DomeLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0, 0, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def RectLight "RectLight" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float3[] extent = [(-50, -50, -0), (50, 50, 0)] + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 1 + float inputs:height = 2 + float inputs:intensity = 300 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 0 + asset inputs:texture:file + float inputs:width = 2 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "RectLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (0.7071067811865475, 0.7071067811865476, 0, 0) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.6227608008925996, -4.651036029243671, 1.23412140589454) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } +} + diff --git a/kujiale_0065/limpopo_golf_course_4k.hdr b/kujiale_0065/limpopo_golf_course_4k.hdr new file mode 100644 index 0000000000000000000000000000000000000000..69a8064f5ce4ae974f68c4a95a85731b92b82c23 --- /dev/null +++ b/kujiale_0065/limpopo_golf_course_4k.hdr @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d8c4f77cd64dae23dc7cc32665b6bcbc370716d3c99e255bf9359b6225862f36 +size 26179131 diff --git a/kujiale_0065/rooms.json b/kujiale_0065/rooms.json new file mode 100644 index 0000000000000000000000000000000000000000..5bc78c8165ca4becafcf6bfce30a3f5538b5b12c --- /dev/null +++ b/kujiale_0065/rooms.json @@ -0,0 +1 @@ +[{"room_type": "living room", "polygon": [[-0.0174609375, -4.64171875], [-0.0174609375, 1.6644287109375], [-0.0174609375, 3.397578125], [-1.18115234375, 3.397578125], [-3.4903515625, 3.397578125], [-3.4903515625, 0.92296875], [-4.46544921875, 0.92296875], [-4.46544921875, -0.10509765625], [-3.4903515625, -0.10509765625], [-3.4903515625, -4.64171875]]}, {"room_type": "bedroom", "polygon": [[-4.46544921875, -1.07458984375], [-7.70095947265625, -1.07458984375], [-7.70095947265625, -4.64171875], [-3.7303515625, -4.64171875], [-3.7303515625, -0.34509765625], [-4.46544921875, -0.34509765625]]}, {"room_type": "kitchen", "polygon": [[-3.4903515625, 6.1114453125], [-3.4903515625, 5.00048828125], [-3.4903515625, 3.637578125], [-1.30115234375, 3.637578125], [-1.30115234375, 6.1114453125]]}, {"room_type": "bathroom", "polygon": [[-4.70544921875, -0.22509765625], [-4.70544921875, 0.92296875], [-7.70095947265625, 0.92296875], [-7.70095947265625, -0.83458984375], [-4.70544921875, -0.83458984375]]}, {"room_type": "balcony", "polygon": [[-3.4903515625, -6.3380234375], [-0.0174609375, -6.3380234375], [-0.0174609375, -4.88171875], [-3.4903515625, -4.88171875]]}] \ No newline at end of file diff --git a/kujiale_0066/.thumbs/256x256/kujiale_0066.usda.png b/kujiale_0066/.thumbs/256x256/kujiale_0066.usda.png new file mode 100644 index 0000000000000000000000000000000000000000..117a546d5942fe7aad9afe39068f60a90a664ade --- /dev/null +++ b/kujiale_0066/.thumbs/256x256/kujiale_0066.usda.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:ed5f38da09266f36ba35a93ea6fa9c9f38eda93265f838d471baa8f3a14f133b +size 122674 diff --git a/kujiale_0066/Materials/BasicShapeMaterial.mdl b/kujiale_0066/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/kujiale_0066/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0066/Materials/MI_59ae7b4ed6b5745f045a0b6e.mdl b/kujiale_0066/Materials/MI_59ae7b4ed6b5745f045a0b6e.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7487fc2c52c7be64245a46cc0a53851f58a07dc5 --- /dev/null +++ b/kujiale_0066/Materials/MI_59ae7b4ed6b5745f045a0b6e.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_59ae7b4ed6b5745f045a0b6e( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0066/Materials/MI_5d5a193611af430001c21604.mdl b/kujiale_0066/Materials/MI_5d5a193611af430001c21604.mdl new file mode 100644 index 0000000000000000000000000000000000000000..2a31ab83173852fbfb9a4ae91ccff1e4e52fc508 --- /dev/null +++ b/kujiale_0066/Materials/MI_5d5a193611af430001c21604.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5d5a193611af430001c21604( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0066/Materials/MI_60ecfa8fe77dfc0001e9bcab.mdl b/kujiale_0066/Materials/MI_60ecfa8fe77dfc0001e9bcab.mdl new file mode 100644 index 0000000000000000000000000000000000000000..07a9105f50651e1d50da63432033b25c669b1e75 --- /dev/null +++ b/kujiale_0066/Materials/MI_60ecfa8fe77dfc0001e9bcab.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_60ecfa8fe77dfc0001e9bcab( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0066/Materials/M_BaseMaterial.mdl b/kujiale_0066/Materials/M_BaseMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ed00d16934cd045cadecb7db4bb5dd5ddc8dd3e7 --- /dev/null +++ b/kujiale_0066/Materials/M_BaseMaterial.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0066/Materials/M_BaseMaterial_twosided.mdl b/kujiale_0066/Materials/M_BaseMaterial_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..34a066551136042c8b515bc0777c0e436c62c466 --- /dev/null +++ b/kujiale_0066/Materials/M_BaseMaterial_twosided.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_twosided( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0066/Materials/M_BaseMaterial_v2.mdl b/kujiale_0066/Materials/M_BaseMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..154aecae651add78223e5fe6138f215211f152d3 --- /dev/null +++ b/kujiale_0066/Materials/M_BaseMaterial_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0066/Materials/M_BaseMaterial_v2_twosided.mdl b/kujiale_0066/Materials/M_BaseMaterial_v2_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7d90fc45fb437460e27004b226156b66a976f877 --- /dev/null +++ b/kujiale_0066/Materials/M_BaseMaterial_v2_twosided.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2_twosided( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0066/Materials/M_TranslucentMaterial.mdl b/kujiale_0066/Materials/M_TranslucentMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..0452d78794ea94cb1040fdf3244e688785b52118 --- /dev/null +++ b/kujiale_0066/Materials/M_TranslucentMaterial.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0066/Materials/M_TranslucentMaterial_v2.mdl b/kujiale_0066/Materials/M_TranslucentMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..6cef6519dd94a7d9f305169cecdb1d5512581737 --- /dev/null +++ b/kujiale_0066/Materials/M_TranslucentMaterial_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0066/Materials/OmniUe4Base.mdl b/kujiale_0066/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a441fbaf28040302c7aaabfbcf14b24a85bdf643 --- /dev/null +++ b/kujiale_0066/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/kujiale_0066/Materials/OmniUe4Function.mdl b/kujiale_0066/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..84f4f0da48ff31d03ee611373fe3a4d2e04c9079 --- /dev/null +++ b/kujiale_0066/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/kujiale_0066/Materials/OmniUe4Translucent.mdl b/kujiale_0066/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..483a83004b8f7d5bf820a7905d06ea2d7d5894af --- /dev/null +++ b/kujiale_0066/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/kujiale_0066/Materials/Textures/BlackPlaceholder.png b/kujiale_0066/Materials/Textures/BlackPlaceholder.png new file mode 100644 index 0000000000000000000000000000000000000000..cf498a3f19c07112845752ecd2523a666d8d13b5 --- /dev/null +++ b/kujiale_0066/Materials/Textures/BlackPlaceholder.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid 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a/kujiale_0066/Materials/WorldGridMaterial.mdl b/kujiale_0066/Materials/WorldGridMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..1374299f552cc467f093777626b92f4faa277cc4 --- /dev/null +++ b/kujiale_0066/Materials/WorldGridMaterial.mdl @@ -0,0 +1,77 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float Local19 = math::lerp(0.0,0.5,Local12.y); + float Local20 = math::lerp(0.7,1.0,Local9.y); + float Local21 = math::lerp(Local20,1.0,0.0); + float Local22 = (Local21 * 1.0); + float Local23 = (Local19 + Local22); + float Local24 = math::min(math::max(Local23,0.0),1.0); + + float3 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= (0, -500, 0) + double radius = 5 + } + dictionary Top = { + double3 position = (0, 0, 500) + double radius = 5 + } + string boundCamera = "/OmniverseKit_Persp" + } + dictionary omni_layer = { + string authoring_layer = "./kujiale_0066.usda" + } + dictionary renderSettings = { + double "rtx:post:tonemap:cm2Factor" = 8192.0107421875 + double "rtx:post:tonemap:exposureTime" = 0.000016666666851961054 + double "rtx:post:tonemap:fNumber" = 2.799999952316284 + double "rtx:reflections:maxRoughness" = 1 + } + } + defaultPrim = "Root" + metersPerUnit = 1 + upAxis = "Z" +) + +def Xform "Root" +{ + def Scope "Meshes" + { + def Scope "kitchen_2853" + { + def Xform "door_handle_0000" ( + prepend references = @./Meshes/door_handle_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.132407569912967, 1.8782687375932348, 0.700001779281619) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0000" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "other_cooker_0000" ( + prepend references = @./Meshes/other_cooker_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.042930450439537, 1.3837532196048858, 0.8562228161968093) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "basin_0000" ( + prepend references = @./Meshes/basin_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.433269259307308, 2.4970188257833543, 0.7132466303290738) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0000" ( + prepend references = @./Meshes/bathroom_product_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.522535109992009, 2.4970818714225094, 1.0871694865261008) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0008" ( + prepend references = @./Meshes/cabinet_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (5.32692813, 2.04385124, 0.4709994999999763) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0017" ( + prepend references = @./Meshes/ornament_0017.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (5.9012992095947325, 1.3794467811618452, 0.8789984347460016) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0000" ( + prepend references = @./Meshes/ceiling_light_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (5.1907333984394795, 2.7323020019528665, 2.343061013529059) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "range_hood_0000" ( + prepend references = @./Meshes/range_hood_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1.1411) + double3 xformOp:translate = (5.132987426798182, 1.3607520980785324, 1.9411642269662126) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fridge_0000" ( + prepend references = @./Meshes/fridge_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.389118913546257, 3.5595846920253518, 0.9580014988862521) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bathroom_3411" + { + def Xform "basin_0001" ( + prepend references = @./Meshes/basin_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-1.2382, 1, 1) + double3 xformOp:translate = (-2.588063354841198, 4.16050946783666, 0.6968565308448209) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0001" ( + prepend references = @./Meshes/bathroom_product_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (-1.0915, 0.6801, 0.9031) + double3 xformOp:translate = (-2.12523102646285, 2.0125712832292355, 1.0304995772951693) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0002" ( + prepend references = @./Meshes/bathroom_product_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.5844452564419176, 1.5743567826563873, 1.4935422850605908) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0003" ( + prepend references = @./Meshes/bathroom_product_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-1.2382, 1, 1) + double3 xformOp:translate = (-2.818766177040992, 4.533331009150244, 0.9583783236759124) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0004" ( + prepend references = @./Meshes/bathroom_product_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-1.2382, 1, 1) + double3 xformOp:translate = (-2.818770873374481, 4.227233335748413, 0.9582627125932598) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0005" ( + prepend references = @./Meshes/bathroom_product_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-1.2382, 1, 1) + double3 xformOp:translate = (-2.7314631618778926, 4.3795887147269, 0.9582819702293035) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0000" ( + prepend references = @./Meshes/shelf_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (-1.0915, 0.6801, 0.9031) + double3 xformOp:translate = (-1.884091182347563, 2.097593154712013, 0.9835265698530402) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0002" ( + prepend references = @./Meshes/cabinet_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-1.2382, 1, 1) + double3 xformOp:translate = (-2.597292312092838, 4.160509120785732, 0.36743522998070766) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0003" ( + prepend references = @./Meshes/cabinet_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-1.2382, 1, 1) + double3 xformOp:translate = (-2.7144266395762684, 4.157931448598474, 1.5362469670665215) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "electric_appliance_0000" ( + prepend references = @./Meshes/electric_appliance_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (-1, 1, 1) + double3 xformOp:translate = (-2.0754602050781252, 3.2792895507812503, 2.4733471261868933) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "mirror_0000" ( + prepend references = @./Meshes/mirror_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (-1.2382, 1, 1) + double3 xformOp:translate = (-2.591357421875, 4.367724609375, 1.5516840703124686) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "closestool_0000" ( + prepend references = @./Meshes/closestool_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.562140188245204, 2.6543133769235943, 0.1623958927721099) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "floor" + { + def Xform "floor_0000" ( + prepend references = @./Meshes/floor_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (-1.0915, 0.6801, 0.9031) + double3 xformOp:translate = (-2.125230712890625, 1.5707148769651031, 0.045190348985105384) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0001" ( + prepend references = @./Meshes/floor_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.80842987, 7.223326190000001, -0.30000500000023755) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0002" ( + prepend references = @./Meshes/floor_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.11774124, 2.95902006, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0003" ( + prepend references = @./Meshes/floor_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (5.32692781, 2.54303764, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0004" ( + prepend references = @./Meshes/floor_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.2752861500000001, 11.89533123, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0005" ( + prepend references = @./Meshes/floor_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.1232121999999998, 11.296731130000001, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Looks" + { + over "MI_5ce4e8bdfb25aa000122e7963" + { + over "MI_59ae7b4ed6b5745f045a0b6e" + { + float4 inputs:Gloss_Color = (0.5, 0.5, 0.5, 1) + float inputs:IsMetallicTex = 0 + float4 inputs:Specular_Color = (1, 1, 1, 1) + } + } + } + } + + def Xform "floor_0006" ( + prepend references = @./Meshes/floor_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.2752861500000001, 5.66073934, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "livingroom_117" + { + def Xform "cabinet_0000" ( + prepend references = @./Meshes/cabinet_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1025, 1, 1) + double3 xformOp:translate = (-0.775064148083097, 7.032616240355923, 0.2529639660927929) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0001" ( + prepend references = @./Meshes/cabinet_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.7154, 0.84740007, 0.8148) + double3 xformOp:translate = (2.1625028987316184, 1.2919464057713872, 1.1092697333749495) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0006" ( + prepend references = @./Meshes/cabinet_0006.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1551, 1, 0.9778) + double3 xformOp:translate = (-0.9568248904460163, 2.55443688934631, 1.0999995582892885) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0000" ( + prepend references = @./Meshes/chair_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.7355803527470857, 3.3434054412925422, 0.4990043826617892) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0001" ( + prepend references = @./Meshes/chair_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.0399042663935394, 1.9502017364418327, 0.4990043826617891) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0002" ( + prepend references = @./Meshes/chair_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.7233747253779144, 1.9502017364418327, 0.4990043826617891) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0003" ( + prepend references = @./Meshes/chair_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.0154942931767732, 3.3425704803550422, 0.4990043826617892) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0000" ( + prepend references = @./Meshes/pillow_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.171284917684052, 5.928176693173542, 0.7777682377803893) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0001" ( + prepend references = @./Meshes/pillow_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.25929469542917, 7.633875858689724, 0.7849921109380582) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0002" ( + prepend references = @./Meshes/pillow_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.1709545023144643, 8.127012303078672, 0.776880908778) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0003" ( + prepend references = @./Meshes/pillow_0003.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.8560401230133533, 5.211442665266604, 0.728440417918693) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0004" ( + prepend references = @./Meshes/pillow_0004.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.238871711784794, 5.2065094836076415, 0.7255352818043211) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0000" ( + prepend references = @./Meshes/cup_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.9137473163944465, 7.194984486600105, 0.8975672876998587) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0001" ( + prepend references = @./Meshes/cup_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.860597320514859, 7.018831893961497, 0.8975345633188778) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cup_0002" ( + prepend references = @./Meshes/cup_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.078893028287202, 4.633558999963518, 0.6109226148517138) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0000" ( + prepend references = @./Meshes/ornament_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.758209718337103, 6.986662687812054, 0.8871132319065199) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0001" ( + prepend references = @./Meshes/ornament_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.7154, 0.84740007, 0.8148) + double3 xformOp:translate = (3.480370858013239, 1.2812859817190798, 1.5082718708426077) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0002" ( + prepend references = @./Meshes/ornament_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.7154, 0.84740007, 0.8148) + double3 xformOp:translate = (3.4783374296340934, 1.2868285410025118, 1.467059787582396) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0003" ( + prepend references = @./Meshes/ornament_0003.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.7154, 0.84740007, 0.8148) + double3 xformOp:translate = (0.842063681938348, 1.2861795025457832, 1.2515491242081327) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0004" ( + prepend references = @./Meshes/ornament_0004.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.7154, 0.84740007, 0.8148) + double3 xformOp:translate = (0.84346598730393, 1.2892258209158303, 1.2108568417419154) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0005" ( + prepend references = @./Meshes/ornament_0005.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.7154, 0.84740007, 0.8148) + double3 xformOp:translate = (3.4826416015625, 1.2828833169441234, 0.9619584128050295) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0006" ( + prepend references = @./Meshes/ornament_0006.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.7154, 0.84740007, 0.8148) + double3 xformOp:translate = (3.1873095703125003, 1.2828832846183766, 0.9619584034803829) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0007" ( + prepend references = @./Meshes/ornament_0007.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.7154, 0.84740007, 0.8148) + double3 xformOp:translate = (3.48337158203125, 1.2828833169441234, 0.6983726626478669) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0008" ( + prepend references = @./Meshes/ornament_0008.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.7154, 0.84740007, 0.8148) + double3 xformOp:translate = (3.2026416015625, 1.2828832749206527, 0.6983726564314361) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0009" ( + prepend references = @./Meshes/ornament_0009.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.7154, 0.84740007, 0.8148) + double3 xformOp:translate = (1.1343157958984376, 1.2828833266418473, 0.6983725476438942) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0010" ( + prepend references = @./Meshes/ornament_0010.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.7154, 0.84740007, 0.8148) + double3 xformOp:translate = (1.1343157958984376, 1.2828833428047208, 0.9628612812849564) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0011" ( + prepend references = @./Meshes/ornament_0011.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.7154, 0.84740007, 0.8148) + double3 xformOp:translate = (0.840003662109375, 1.2828833266418473, 1.016224758109812) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0012" ( + prepend references = @./Meshes/ornament_0012.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.7154, 0.84740007, 0.8148) + double3 xformOp:translate = (0.8354248046875, 1.2828834365493862, 0.698371159412903) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0013" ( + prepend references = @./Meshes/ornament_0013.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.7154, 0.84740007, 0.8148) + double3 xformOp:translate = (1.1277446388797308, 1.2858602696024215, 1.527433371038847) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0014" ( + prepend references = @./Meshes/ornament_0014.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.7154, 0.84740007, 0.8148) + double3 xformOp:translate = (1.1277445499252394, 1.2858614087380307, 1.4195830697379905) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0015" ( + prepend references = @./Meshes/ornament_0015.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.7154, 0.84740007, 0.8148) + double3 xformOp:translate = (1.1277446410936296, 1.285860818437658, 1.3111796397036912) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0016" ( + prepend references = @./Meshes/ornament_0016.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.7154, 0.84740007, 0.8148) + double3 xformOp:translate = (1.127744681713357, 1.2858607104849804, 1.203101690038135) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0020" ( + prepend references = @./Meshes/ornament_0020.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1551, 1, 0.9778) + double3 xformOp:translate = (-0.9785982446271027, 3.1023361707417223, 1.97044345399581) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0021" ( + prepend references = @./Meshes/ornament_0021.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1551, 1, 0.9778) + double3 xformOp:translate = (-0.9660608081490133, 3.619263214759986, 1.9260152495529264) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0022" ( + prepend references = @./Meshes/ornament_0022.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1551, 1, 0.9778) + double3 xformOp:translate = (-0.9660606097867748, 3.7560391179140944, 1.9457119578052955) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0026" ( + prepend references = @./Meshes/ornament_0026.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9276, 1, 1) + double3 xformOp:translate = (1.5161572090583486, 6.901157694230496, 0.44845803972355525) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0027" ( + prepend references = @./Meshes/ornament_0027.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9276, 1, 1) + double3 xformOp:translate = (2.0370890405785884, 7.547096149434743, 0.5359184875475183) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0000" ( + prepend references = @./Meshes/table_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.985294189484509, 7.032289382932815, 0.7122717320538294) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0001" ( + prepend references = @./Meshes/table_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.1401646728516153, 4.825409210200481, 0.2750056645508942) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0002" ( + prepend references = @./Meshes/table_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.0930141906673447, 9.148941772625236, 0.2750046879883797) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0003" ( + prepend references = @./Meshes/table_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.69663410997765, 7.023713244524022, 0.24129891922421534) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0000" ( + prepend references = @./Meshes/sofa_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.0289393768561372, 7.032412353661995, 0.6051861454985119) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0001" ( + prepend references = @./Meshes/sofa_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.5524169311588913, 5.328369750979919, 0.5033524815722039) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0002" ( + prepend references = @./Meshes/sofa_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.8499864807694417, 8.68234383387634, 0.4964794805023285) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0000" ( + prepend references = @./Meshes/flower_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.8259236297902397, 5.182470298836787, 0.9244729649735863) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0003" ( + prepend references = @./Meshes/flower_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.7350244507829948, 7.575353158570853, 0.6961818692382566) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0004" ( + prepend references = @./Meshes/flower_0004.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1664, 1, 1) + double3 xformOp:translate = (1.375539155613279, 2.6350535392135477, 0.9278192704330057) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0006" ( + prepend references = @./Meshes/flower_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9276, 1, 1) + double3 xformOp:translate = (1.7220088051533913, 7.28236430604961, 0.6668447593736613) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "desk_0000" ( + prepend references = @./Meshes/desk_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.5481143341064865, 5.334301742553711, 0.6225197029103517) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0000" ( + prepend references = @./Meshes/television_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1024, 1.1024, 1.1024) + double3 xformOp:translate = (-1.097025800584959, 6.941245150816772, 1.1017390110686862) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0000" ( + prepend references = @./Meshes/storage_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.7154, 0.84740007, 0.8148) + double3 xformOp:translate = (3.483290909762709, 1.2542498480114868, 1.9515799606180666) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0001" ( + prepend references = @./Meshes/storage_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.7154, 0.84740007, 0.8148) + double3 xformOp:translate = (3.483292153692928, 1.2542498737114032, 1.2388352222475425) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0002" ( + prepend references = @./Meshes/storage_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.7154, 0.84740007, 0.8148) + double3 xformOp:translate = (0.8442461944307251, 1.2542500275040607, 1.75152336385093) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0003" ( + prepend references = @./Meshes/storage_0003.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.7154, 0.84740007, 0.8148) + double3 xformOp:translate = (0.8442457321444272, 1.254249666124312, 1.4954434432261199) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0004" ( + prepend references = @./Meshes/storage_0004.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.7154, 0.84740007, 0.8148) + double3 xformOp:translate = (3.4832928850741336, 1.2542492271457046, 1.7518532530078832) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "storage_0005" ( + prepend references = @./Meshes/storage_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.521953125, 7.209853515625, 0.41463561602780263) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kettle_0000" ( + prepend references = @./Meshes/kettle_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.7154, 0.84740007, 0.8148) + double3 xformOp:translate = (1.1336108247299261, 1.2716358528988796, 1.759624780464456) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0000" ( + prepend references = @./Meshes/book_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.7154, 0.84740007, 0.8148) + double3 xformOp:translate = (0.8402717727890467, 1.284383088367237, 0.9400771899071388) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0001" ( + prepend references = @./Meshes/book_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.7154, 0.84740007, 0.8148) + double3 xformOp:translate = (0.841806586044313, 1.2859134064447257, 0.9199105693510585) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0002" ( + prepend references = @./Meshes/book_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.7154, 0.84740007, 0.8148) + double3 xformOp:translate = (0.8407724485488961, 1.2828015922352554, 0.9064667182225132) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0003" ( + prepend references = @./Meshes/book_0003.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.1004906120300273, 4.9016175079363355, 0.628824169159586) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0004" ( + prepend references = @./Meshes/book_0004.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.100490604400633, 4.901619384767346, 0.6060576946377199) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0005" ( + prepend references = @./Meshes/book_0005.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.0989572753906214, 4.90084793091851, 0.582946359156601) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0006" ( + prepend references = @./Meshes/book_0006.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.0989572753906214, 4.900849243174025, 0.5601851732357216) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0003" ( + prepend references = @./Meshes/chandelier_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.1025, 1.1025, 1.1025) + double3 xformOp:translate = (1.1324250250905608, 7.078874863575038, 2.2866492114931316) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0004" ( + prepend references = @./Meshes/chandelier_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.0989, 1.0989, 1.0989) + double3 xformOp:translate = (1.3851293945866656, 2.684587489775645, 2.434334854314231) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0000" ( + prepend references = @./Meshes/plate_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.0965740776061916, 4.633563411723326, 0.5635827035476686) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0001" ( + prepend references = @./Meshes/plate_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.9413067398212167, 4.590381310462668, 0.5717571821436682) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0004" ( + prepend references = @./Meshes/plate_0004.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1664, 1, 1) + double3 xformOp:translate = (1.8282203955822218, 2.8969374198907962, 0.7823536733381377) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0005" ( + prepend references = @./Meshes/plate_0005.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1664, 1, 1) + double3 xformOp:translate = (1.8282573884148183, 2.896991207122752, 0.7758412626453438) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0006" ( + prepend references = @./Meshes/plate_0006.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1664, 1, 1) + double3 xformOp:translate = (1.7840305484228276, 2.3690239372249855, 0.7823420917382617) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0007" ( + prepend references = @./Meshes/plate_0007.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1664, 1, 1) + double3 xformOp:translate = (1.7839833055786056, 2.3688718337983556, 0.7758328089780632) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0008" ( + prepend references = @./Meshes/plate_0008.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1664, 1, 1) + double3 xformOp:translate = (0.9243502381184595, 2.3690075874322614, 0.7823504079870409) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0009" ( + prepend references = @./Meshes/plate_0009.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1664, 1, 1) + double3 xformOp:translate = (0.9241834233136867, 2.3690669975280705, 0.7758229378526948) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0010" ( + prepend references = @./Meshes/plate_0010.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1664, 1, 1) + double3 xformOp:translate = (0.9685549509326173, 2.8969472579951545, 0.7823544742159682) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0011" ( + prepend references = @./Meshes/plate_0011.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1664, 1, 1) + double3 xformOp:translate = (0.9685442989189974, 2.8969935855865323, 0.775804886347337) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0000" ( + prepend references = @./Meshes/vase_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.6910631790224804, 7.572742450726581, 0.560771369934816) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0001" ( + prepend references = @./Meshes/vase_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1664, 1, 1) + double3 xformOp:translate = (1.38018810306946, 2.611469278380712, 0.8620093648115721) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0002" ( + prepend references = @./Meshes/tea_set_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9276, 1, 1) + double3 xformOp:translate = (1.9665293179417873, 7.166827852207771, 0.41084596580185173) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0003" ( + prepend references = @./Meshes/tea_set_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9276, 1, 1) + double3 xformOp:translate = (1.9665297852858206, 6.92531998638475, 0.41081869480522987) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0004" ( + prepend references = @./Meshes/tea_set_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9276, 1, 1) + double3 xformOp:translate = (1.7424945898098556, 6.92531789966266, 0.41084614890693216) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0005" ( + prepend references = @./Meshes/tea_set_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9276, 1, 1) + double3 xformOp:translate = (1.7424949280654485, 7.166828208964844, 0.4108187043423369) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0006" ( + prepend references = @./Meshes/tea_set_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9276, 1, 1) + double3 xformOp:translate = (1.8545120747845816, 7.019259872473007, 0.47973012910444235) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0000" ( + prepend references = @./Meshes/wine_set_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1551, 1, 0.9778) + double3 xformOp:translate = (-0.937028278350917, 3.833886557918017, 1.680473143912456) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0001" ( + prepend references = @./Meshes/wine_set_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1551, 1, 0.9778) + double3 xformOp:translate = (-0.9370282688140938, 3.6480761608591457, 1.680473143912456) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0002" ( + prepend references = @./Meshes/wine_set_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1551, 1, 0.9778) + double3 xformOp:translate = (-0.9370282192230286, 3.462268055390369, 1.680473143912456) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0003" ( + prepend references = @./Meshes/wine_set_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1551, 1, 0.9778) + double3 xformOp:translate = (-0.937028306961067, 3.276459949921666, 1.680473143912456) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0004" ( + prepend references = @./Meshes/wine_set_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1551, 1, 0.9778) + double3 xformOp:translate = (-0.937028268814088, 3.0906518554687876, 1.680473143912456) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0005" ( + prepend references = @./Meshes/wine_set_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1551, 1, 0.9778) + double3 xformOp:translate = (-0.9085102672002158, 2.5954566204836875, 1.338514655036229) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0006" ( + prepend references = @./Meshes/wine_set_0006.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1551, 1, 0.9778) + double3 xformOp:translate = (-0.9085101200970112, 2.587141671912692, 1.2128797348417337) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0007" ( + prepend references = @./Meshes/wine_set_0007.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1551, 1, 0.9778) + double3 xformOp:translate = (-0.9085106181374468, 2.741486023563995, 1.3384406889152358) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0008" ( + prepend references = @./Meshes/wine_set_0008.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1551, 1, 0.9778) + double3 xformOp:translate = (-0.9085101451465778, 2.6675635390409083, 1.2760546926044867) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0009" ( + prepend references = @./Meshes/wine_set_0009.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1551, 1, 0.9778) + double3 xformOp:translate = (-0.9085101387607486, 2.7349749714873144, 1.2119643703567677) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0010" ( + prepend references = @./Meshes/wine_set_0010.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1551, 1, 0.9778) + double3 xformOp:translate = (-0.9085103968764545, 2.8875203769712936, 1.338645476841572) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0011" ( + prepend references = @./Meshes/wine_set_0011.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1551, 1, 0.9778) + double3 xformOp:translate = (-0.9085104122142703, 2.813595441716841, 1.2761477242577437) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0012" ( + prepend references = @./Meshes/wine_set_0012.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1551, 1, 0.9778) + double3 xformOp:translate = (-0.9085103407779846, 2.883847137509276, 1.211926150491832) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0013" ( + prepend references = @./Meshes/wine_set_0013.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1551, 1, 0.9778) + double3 xformOp:translate = (-0.9085102520350863, 3.0335497002325837, 1.338772638703741) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0014" ( + prepend references = @./Meshes/wine_set_0014.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1551, 1, 0.9778) + double3 xformOp:translate = (-0.9085104807993097, 3.179586718774712, 1.3385233637367266) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0015" ( + prepend references = @./Meshes/wine_set_0015.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1551, 1, 0.9778) + double3 xformOp:translate = (-0.9085103434989377, 3.1056599203931543, 1.2757857180394367) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0016" ( + prepend references = @./Meshes/wine_set_0016.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1551, 1, 0.9778) + double3 xformOp:translate = (-0.9085101909646468, 3.251690645287669, 1.2758867104120009) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0017" ( + prepend references = @./Meshes/wine_set_0017.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1551, 1, 0.9778) + double3 xformOp:translate = (-0.9085102730319587, 3.1810939923473462, 1.212560115387415) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0018" ( + prepend references = @./Meshes/wine_set_0018.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1664, 1, 1) + double3 xformOp:translate = (2.0237463750161204, 2.3426382484424257, 0.8574062249305895) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0019" ( + prepend references = @./Meshes/wine_set_0019.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1664, 1, 1) + double3 xformOp:translate = (2.0157016002257335, 2.411426050187507, 0.8574181935434386) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0020" ( + prepend references = @./Meshes/wine_set_0020.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1664, 1, 1) + double3 xformOp:translate = (1.155960407148543, 2.4111002368891956, 0.8574076497200394) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0021" ( + prepend references = @./Meshes/wine_set_0021.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1664, 1, 1) + double3 xformOp:translate = (1.1638128066396953, 2.342586736677132, 0.8573989464880981) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0022" ( + prepend references = @./Meshes/wine_set_0022.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1664, 1, 1) + double3 xformOp:translate = (1.588572714059998, 2.9233307733545697, 0.8574117295388258) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0023" ( + prepend references = @./Meshes/wine_set_0023.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1664, 1, 1) + double3 xformOp:translate = (1.5966323723029994, 2.8549425506635986, 0.8574060036781448) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0024" ( + prepend references = @./Meshes/wine_set_0024.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1664, 1, 1) + double3 xformOp:translate = (0.7290313956323695, 2.9233383474361028, 0.8574045540931622) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0025" ( + prepend references = @./Meshes/wine_set_0025.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1664, 1, 1) + double3 xformOp:translate = (0.7371247233973458, 2.854646028518677, 0.8574449422010638) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cushion_0000" ( + prepend references = @./Meshes/cushion_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1551, 1, 0.9778) + double3 xformOp:translate = (-0.9554967193657504, 1.4815712092244437, 0.4266414222117851) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "knife_0000" ( + prepend references = @./Meshes/knife_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1664, 1, 1) + double3 xformOp:translate = (1.675217954133117, 2.8966014995572396, 0.7737935473428347) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "knife_0001" ( + prepend references = @./Meshes/knife_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1664, 1, 1) + double3 xformOp:translate = (1.9370090178427544, 2.3693819255828434, 0.7737946661562125) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "knife_0002" ( + prepend references = @./Meshes/knife_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1664, 1, 1) + double3 xformOp:translate = (1.0772946612616388, 2.3693824195861466, 0.7737933680862393) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "knife_0003" ( + prepend references = @./Meshes/knife_0003.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1664, 1, 1) + double3 xformOp:translate = (0.815505190122447, 2.896513721464501, 0.7737947400317943) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fork_0000" ( + prepend references = @./Meshes/fork_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1664, 1, 1) + double3 xformOp:translate = (1.1122212523797688, 2.906938407897475, 0.7763039927097094) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fork_0001" ( + prepend references = @./Meshes/fork_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1664, 1, 1) + double3 xformOp:translate = (1.9719721968923785, 2.906944622039414, 0.7763019654365012) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fork_0002" ( + prepend references = @./Meshes/fork_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1664, 1, 1) + double3 xformOp:translate = (1.6402764968386323, 2.3590385932926443, 0.7763027610393114) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fork_0003" ( + prepend references = @./Meshes/fork_0003.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1664, 1, 1) + double3 xformOp:translate = (0.780579118454578, 2.359005664825357, 0.776333556852377) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0000" ( + prepend references = @./Meshes/tablecloth_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1664, 1, 1) + double3 xformOp:translate = (1.815457763671875, 2.899013671875, 0.7624866810078309) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0001" ( + prepend references = @./Meshes/tablecloth_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1664, 1, 1) + double3 xformOp:translate = (1.7967687988281251, 2.36697021484375, 0.7624866818422958) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0002" ( + prepend references = @./Meshes/tablecloth_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1664, 1, 1) + double3 xformOp:translate = (0.9370556640625001, 2.36697021484375, 0.7624866827959702) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tablecloth_0003" ( + prepend references = @./Meshes/tablecloth_0003.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1664, 1, 1) + double3 xformOp:translate = (0.9557452392578125, 2.89901123046875, 0.7624866985912013) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "dining_table_0000" ( + prepend references = @./Meshes/dining_table_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1664, 1, 1) + double3 xformOp:translate = (1.3877816663993325, 2.646673751831112, 0.38000007220450804) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tray_0000" ( + prepend references = @./Meshes/tray_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9276, 1, 1) + double3 xformOp:translate = (1.8545123482930623, 7.046074356078958, 0.3918494524338547) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bedroom_429" + { + def Xform "cabinet_0004" ( + prepend references = @./Meshes/cabinet_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.636108964740181, 12.69367877226299, 0.3120002858242866) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0005" ( + prepend references = @./Meshes/cabinet_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.581104081927681, 10.26593463163799, 0.3120002858242866) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0007" ( + prepend references = @./Meshes/cabinet_0007.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1664, 0.81490004, 1) + double3 xformOp:translate = (-3.721657409667969, 9.499990234375, 1.2118001591807133) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0009" ( + prepend references = @./Meshes/cabinet_0009.usd@ + ) + { + quatf xformOp:orient = (0.7098385, -0, 0, -0.7043644) + float3 xformOp:scale = (-0.89978725, 1, 1) + double3 xformOp:translate = (-1.5842897540538565, 11.660615898454008, 0.2529639554199816) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0005" ( + prepend references = @./Meshes/pillow_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8637, 1, 1) + double3 xformOp:translate = (-4.607837701418508, 11.072498321369563, 0.6375671038731048) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0006" ( + prepend references = @./Meshes/pillow_0006.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8637, 1, 1) + double3 xformOp:translate = (-4.614716698072005, 11.757092995078475, 0.6392815184032902) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0018" ( + prepend references = @./Meshes/ornament_0018.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.548347584063666, 12.760924886327226, 0.6602544800946137) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0019" ( + prepend references = @./Meshes/ornament_0019.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.494897403221323, 12.702504809033176, 0.664387767518948) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0023" ( + prepend references = @./Meshes/ornament_0023.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1664, 0.81490004, 1) + double3 xformOp:translate = (-3.5175223370174264, 9.54354081264272, 0.5718906632469232) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0024" ( + prepend references = @./Meshes/ornament_0024.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1664, 0.81490004, 1) + double3 xformOp:translate = (-4.594114538745945, 9.491499605474027, 0.5768880844127439) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0025" ( + prepend references = @./Meshes/ornament_0025.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1664, 0.81490004, 1) + double3 xformOp:translate = (-4.653256847061157, 9.587712394572257, 0.5524709320082946) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0005" ( + prepend references = @./Meshes/flower_0005.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1664, 0.81490004, 1) + double3 xformOp:translate = (-4.310283824897472, 9.506915093652754, 0.6620971978685006) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0001" ( + prepend references = @./Meshes/television_0001.usd@ + ) + { + quatf xformOp:orient = (0.7054784, -0, 0, -0.7087314) + float3 xformOp:scale = (1.1024, 1.1024, 1.1024) + double3 xformOp:translate = (-1.4128372437702357, 11.666245444239157, 1.2337486110957991) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0000" ( + prepend references = @./Meshes/bedding_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8637, 1, 1) + double3 xformOp:translate = (-3.149083687585406, 11.402569557533992, 0.34948992505070225) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0000" ( + prepend references = @./Meshes/bed_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8637, 1, 1) + double3 xformOp:translate = (-3.815592535204258, 11.40093078515039, 0.48010653890719135) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0000" ( + prepend references = @./Meshes/chandelier_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.1818, 1.1818, 1.1818) + double3 xformOp:translate = (-3.017643885911723, 11.296730232210834, 2.4020481106873635) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "vase_0002" ( + prepend references = @./Meshes/vase_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1664, 0.81490004, 1) + double3 xformOp:translate = (-4.372113037109375, 9.510141950304195, 0.5123242759713865) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0000" ( + prepend references = @./Meshes/table_lamp_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-4.68170187400512, 12.688398895157261, 0.9921414576807291) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0001" ( + prepend references = @./Meshes/curtain_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.2309, 0.7454001, 1.1567) + double3 xformOp:translate = (-3.2814313797414436, 13.220147035869982, 1.6443338346888194) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "balcony_1213" + { + def Xform "chair_0004" ( + prepend references = @./Meshes/chair_0004.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.843451004199834, 11.06995132446202, 0.5008011625623896) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0005" ( + prepend references = @./Meshes/chair_0005.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.8440631868170215, 11.06995132446202, 0.5008011625623896) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0006" ( + prepend references = @./Meshes/chair_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.742906417675166, 12.72071273803798, 0.5008011625623897) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0007" ( + prepend references = @./Meshes/chair_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.8572167204095411, 12.72071273803798, 0.5008011625623897) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0004" ( + prepend references = @./Meshes/table_0004.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1654, 1, 1.5358) + double3 xformOp:translate = (1.2752852009682238, 11.895332046522467, 0.3455570283493114) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0005" ( + prepend references = @./Meshes/table_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.4229, 1.4229, 1.4229) + double3 xformOp:translate = (3.274975433919508, 10.892347543277754, 0.36911435153562705) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0001" ( + prepend references = @./Meshes/flower_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.1775044356765463, 11.61756427916782, 1.1158312370632988) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0002" ( + prepend references = @./Meshes/flower_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.231, 1.231, 1.231) + double3 xformOp:translate = (3.137653285402642, 12.637381851248065, 1.2506261268130026) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kettle_0001" ( + prepend references = @./Meshes/kettle_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1654, 1, 1.5358) + double3 xformOp:translate = (1.441595895624622, 11.968072143630879, 0.8113712225717372) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0007" ( + prepend references = @./Meshes/book_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.4229, 1.4229, 1.4229) + double3 xformOp:translate = (3.2852042825085532, 10.842923249116843, 0.772449609998811) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0008" ( + prepend references = @./Meshes/book_0008.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.4229, 1.4229, 1.4229) + double3 xformOp:translate = (3.2863303705662634, 10.84338226060891, 0.749343479521926) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0001" ( + prepend references = @./Meshes/chandelier_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5390002, 1.5390002, 1.5390002) + double3 xformOp:translate = (1.6148121516333391, 11.895859029588335, 2.6392359534176917) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0002" ( + prepend references = @./Meshes/chandelier_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.5897, 1.5897, 1.5897) + double3 xformOp:translate = (0.7419905572962489, 12.513115521009622, 2.6174392204012022) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0002" ( + prepend references = @./Meshes/plate_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1654, 1, 1.5358) + double3 xformOp:translate = (1.57149944096873, 12.13399077987695, 0.6969800258300194) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "plate_0003" ( + prepend references = @./Meshes/plate_0003.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1654, 1, 1.5358) + double3 xformOp:translate = (1.306670073027048, 12.091299591064901, 0.6969812361073698) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0000" ( + prepend references = @./Meshes/tea_set_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1654, 1, 1.5358) + double3 xformOp:translate = (1.5714485125726478, 12.134044731178145, 0.7371045817699622) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "tea_set_0001" ( + prepend references = @./Meshes/tea_set_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.1654, 1, 1.5358) + double3 xformOp:translate = (1.3066997274195833, 12.091335679952312, 0.7370762092539005) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0000" ( + prepend references = @./Meshes/curtain_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.6513001, 1, 1.1567) + double3 xformOp:translate = (1.2752847949355055, 13.2447657434202, 1.6443338346888194) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "wall" + { + def Xform "wall_0000" ( + prepend references = @./Meshes/wall_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8701, 0.3961, 1.0711) + double3 xformOp:translate = (-5.041867384085241, 11.434047648068256, 1.4999261952688676) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0001" ( + prepend references = @./Meshes/wall_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1422, 1.3052, 1.0711) + double3 xformOp:translate = (-1.0904081879781562, 7.053168376114001, 1.4999261952688676) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0002" ( + prepend references = @./Meshes/wall_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.5862, 1.5103, 1.0357) + double3 xformOp:translate = (3.695800724624527, 9.578417629884854, 1.447485974108477) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0003" ( + prepend references = @./Meshes/wall_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2788, 1.2769, 1.0357) + double3 xformOp:translate = (3.6803316500526346, 4.495878633055077, 1.550067761217852) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0004" ( + prepend references = @./Meshes/wall_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.136, 0.9128001, 0.9983) + double3 xformOp:translate = (3.6645214843750002, 6.997543945312501, 1.4999995008499685) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0005" ( + prepend references = @./Meshes/wall_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.93389999, 0.9977510100000001, 1.6500636645505438) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0006" ( + prepend references = @./Meshes/wall_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.69290009, 13.44890015, 1.6499949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0007" ( + prepend references = @./Meshes/wall_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.9604599, 2.9590214200000005, 1.6499949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0008" ( + prepend references = @./Meshes/wall_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.17774494, 4.92928986, 1.6499949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0009" ( + prepend references = @./Meshes/wall_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.27502998, 7.22332668, 1.6498185294494032) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0010" ( + prepend references = @./Meshes/wall_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-5.2024000500000005, 11.296715090000001, 1.6499949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0011" ( + prepend references = @./Meshes/wall_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (5.38692993, 4.09731995, 1.6499949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0012" ( + prepend references = @./Meshes/wall_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (6.828259890000001, 2.5430364599999997, 1.6499949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0013" ( + prepend references = @./Meshes/wall_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.8166000400000004, 7.28332668, 1.6500346580147744) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0014" ( + prepend references = @./Meshes/wall_0014.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.27528999, 10.32369995, 1.6499949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0015" ( + prepend references = @./Meshes/wall_0015.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.3032150700000003, 9.14453003, 1.6499949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "ceiling" + { + def Xform "ceiling_0000" ( + prepend references = @./Meshes/ceiling_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.2338, 1.5589, 0.9708) + double3 xformOp:translate = (1.27528564453125, 7.078876953125, 3.1499984427226337) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0001" ( + prepend references = @./Meshes/ceiling_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.2338, 0.717, 0.9708) + double3 xformOp:translate = (1.27528564453125, 2.55033447265625, 3.1499984427226337) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0002" ( + prepend references = @./Meshes/ceiling_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.9381, 0.9528, 0.9708) + double3 xformOp:translate = (-3.243212890625, 11.171191406250001, 3.1499984427226333) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0003" ( + prepend references = @./Meshes/ceiling_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.27528566, 11.89533123, 3.30000005) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0004" ( + prepend references = @./Meshes/ceiling_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-3.2432124499999997, 11.296731130000001, 3.30000005) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0005" ( + prepend references = @./Meshes/ceiling_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.27528566, 5.66073934, 3.30000005) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0006" ( + prepend references = @./Meshes/ceiling_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (5.32692781, 2.54303764, 2.5000000399999998) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0007" ( + prepend references = @./Meshes/ceiling_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.11774124, 2.95902006, 2.5000000399999998) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0008" ( + prepend references = @./Meshes/ceiling_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.80842987, 7.223326190000001, 3.35) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "other" + { + def Xform "doorsill_0000" ( + prepend references = @./Meshes/doorsill_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.2949745799999999, 10.33272672, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0001" ( + prepend references = @./Meshes/doorsill_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.080026, 0.9887522400000001, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0002" ( + prepend references = @./Meshes/doorsill_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.27502547, 4.4592871800000005, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0003" ( + prepend references = @./Meshes/doorsill_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.27502547, 9.70552651, 0.0007950000116834418) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0004" ( + prepend references = @./Meshes/doorsill_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (3.8255971, 2.8773240199999996, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "door_0000" ( + prepend references = @./Meshes/door_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2446996799999999, 9.70552674, 1.0779995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0000" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0001" ( + prepend references = @./Meshes/door_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.08002566, 0.9526596100000001, 1.2367495009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0001" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0002" ( + prepend references = @./Meshes/door_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2967028500000002, 4.45928771, 1.0704993729999763) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0002" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0003" ( + prepend references = @./Meshes/door_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.82559711, 2.8773241400000003, 1.0559995009999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0003" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + } + } + } + + def Xform "window_0000" ( + prepend references = @./Meshes/window_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.29139891, 13.50745195, 1.4999995299999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0001" ( + prepend references = @./Meshes/window_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (6.86399605, 2.54732424, 1.4999995299999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0002" ( + prepend references = @./Meshes/window_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.4291526200000002, 13.50745195, 1.4999995299999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0003" ( + prepend references = @./Meshes/window_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.24045762, 0.93480672, 1.4999995299999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + + def "Rendering" + { + def "Lights" + { + def DistantLight "DirectionalLight" + { + float angle = 0.5357 + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + color3f color = (1, 1, 1) + float colorTemperature = 6500 + bool enableColorTemperature = 0 + float inputs:angle = 0.5357 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 1989.4366 + bool inputs:normalize = 0 + float inputs:specular = 1 + float intensity = 1989.4366 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DistantLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (-0.14581498118677308, -0.09289441570704482, 0.5292083866191873, 0.8306907380751662) + double3 xformOp:scale = (2.5, 2.5, 2.5) + double3 xformOp:translate = (0.6088210530816737, 6.6470595401748485, 1.1258672068534) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def DomeLight "DomeLight" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float guideRadius = 100000 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 1000 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 1 + asset inputs:texture:file = @./limpopo_golf_course_4k.hdr@ + token inputs:texture:format = "latlong" + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DomeLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0, 0, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def RectLight "RectLight" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float3[] extent = [(-50, -50, -0), (50, 50, 0)] + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 1 + float inputs:height = 1.5 + float inputs:intensity = 800 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 0 + asset inputs:texture:file + float inputs:width = 2 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "RectLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (6.123233995736766e-17, 2.5398294059044157e-17, 0.7071067811865476, 0.7071067811865475) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.3636427517290275, 10.201283876087402, 1.2299262312723762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def RectLight "RectLight_01" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float3[] extent = [(-50, -50, -0), (50, 50, 0)] + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 1 + float inputs:height = 1 + float inputs:intensity = 500 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 0 + asset inputs:texture:file + float inputs:width = 1 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "RectLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (6.123233995736766e-17, 2.5367644215289485e-17, 0.7071067811865476, 0.7071067811865475) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.2947680558958274, 13.4142575807296, 1.5483892177100336) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def RectLight "RectLight_02" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float3[] extent = [(-50, -50, -0), (50, 50, 0)] + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 1 + float inputs:height = 1 + float inputs:intensity = 300 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 0 + asset inputs:texture:file + float inputs:width = 1 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "RectLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (6.123233995736766e-17, 2.536436030345863e-17, 0.7071067811865476, 0.7071067811865475) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-3.3315997626444616, 13.4142575807296, 1.5483892177100382) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } +} + diff --git a/kujiale_0066/limpopo_golf_course_4k.hdr b/kujiale_0066/limpopo_golf_course_4k.hdr new file mode 100644 index 0000000000000000000000000000000000000000..69a8064f5ce4ae974f68c4a95a85731b92b82c23 --- /dev/null +++ b/kujiale_0066/limpopo_golf_course_4k.hdr @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d8c4f77cd64dae23dc7cc32665b6bcbc370716d3c99e255bf9359b6225862f36 +size 26179131 diff --git a/kujiale_0066/rooms.json b/kujiale_0066/rooms.json new file mode 100644 index 0000000000000000000000000000000000000000..4290b309309addb9b6767056f367d96be391e158 --- /dev/null +++ b/kujiale_0066/rooms.json @@ -0,0 +1 @@ +[{"room_type": "living room", "polygon": [[3.70559716796875, 1.10875244140625], [3.70559716796875, 4.09732421875], [3.70559716796875, 10.2127265625], [-1.15502587890625, 10.2127265625], [-1.15502587890625, 9.1355263671875], [-1.15502587890625, 4.92928759765625], [-1.15502587890625, 1.10875244140625]]}, {"room_type": "bedroom", "polygon": [[-5.0913994140625, 9.2555263671875], [-1.39502587890625, 9.2555263671875], [-1.39502587890625, 10.3327265625], [-1.39502587890625, 13.337935546875], [-5.0913994140625, 13.337935546875]]}, {"room_type": "balcony", "polygon": [[-1.15502587890625, 13.337935546875], [-1.15502587890625, 10.4527265625], [3.70559716796875, 10.4527265625], [3.70559716796875, 13.337935546875]]}, {"room_type": "kitchen", "polygon": [[3.9455971679687503, 3.97732421875], [3.9455971679687503, 1.10875244140625], [6.70825927734375, 1.10875244140625], [6.70825927734375, 3.97732421875]]}, {"room_type": "bathroom", "polygon": [[-2.8404575195312503, 1.10875244140625], [-1.39502587890625, 1.10875244140625], [-1.39502587890625, 4.80928759765625], [-2.8404575195312503, 4.80928759765625]]}] \ No newline at end of file diff --git a/kujiale_0067/.thumbs/256x256/kujiale_0067.usda.png b/kujiale_0067/.thumbs/256x256/kujiale_0067.usda.png new file mode 100644 index 0000000000000000000000000000000000000000..45271d351a1cb022b73729ccbb2bb9ec4c6dea2e --- /dev/null +++ b/kujiale_0067/.thumbs/256x256/kujiale_0067.usda.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:acb85689203ba152fe775dbe5aff990cc5bec809d2b518a141c982d5cf63ba45 +size 109167 diff --git a/kujiale_0067/Materials/BasicShapeMaterial.mdl b/kujiale_0067/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/kujiale_0067/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0067/Materials/MI_5795e260693e210f595d961c_v2.mdl b/kujiale_0067/Materials/MI_5795e260693e210f595d961c_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..63e03d75f41fbbcf143d64e6059bbf2aeb2fc27c --- /dev/null +++ b/kujiale_0067/Materials/MI_5795e260693e210f595d961c_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5795e260693e210f595d961c_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0067/Materials/MI_58fe17505f5e8658b96144bc_v2.mdl b/kujiale_0067/Materials/MI_58fe17505f5e8658b96144bc_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b6c9706c0a98dc11bee1899b3853bce214de04c5 --- /dev/null +++ b/kujiale_0067/Materials/MI_58fe17505f5e8658b96144bc_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_58fe17505f5e8658b96144bc_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0067/Materials/MI_60ed42f05ea89f00015507c2_v2.mdl b/kujiale_0067/Materials/MI_60ed42f05ea89f00015507c2_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..095284cf1b98ae796672e4c334b2530463b9411c --- /dev/null +++ b/kujiale_0067/Materials/MI_60ed42f05ea89f00015507c2_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_60ed42f05ea89f00015507c2_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0067/Materials/MI_6278e46b71e9410001e02725.mdl b/kujiale_0067/Materials/MI_6278e46b71e9410001e02725.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b0eba12f71ba1eda7173db0f4a59c31dc90131c2 --- /dev/null +++ b/kujiale_0067/Materials/MI_6278e46b71e9410001e02725.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_6278e46b71e9410001e02725( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0067/Materials/MI_629ff1bb534989000162c142.mdl b/kujiale_0067/Materials/MI_629ff1bb534989000162c142.mdl new file mode 100644 index 0000000000000000000000000000000000000000..4176b7e82471fbcbb58aa1c9811b8f0e741af5c7 --- /dev/null +++ b/kujiale_0067/Materials/MI_629ff1bb534989000162c142.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_629ff1bb534989000162c142( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0067/Materials/M_BaseMaterial.mdl b/kujiale_0067/Materials/M_BaseMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ed00d16934cd045cadecb7db4bb5dd5ddc8dd3e7 --- /dev/null +++ b/kujiale_0067/Materials/M_BaseMaterial.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0067/Materials/M_BaseMaterial_twosided.mdl b/kujiale_0067/Materials/M_BaseMaterial_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..34a066551136042c8b515bc0777c0e436c62c466 --- /dev/null +++ b/kujiale_0067/Materials/M_BaseMaterial_twosided.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_twosided( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0067/Materials/M_BaseMaterial_v2.mdl b/kujiale_0067/Materials/M_BaseMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..154aecae651add78223e5fe6138f215211f152d3 --- /dev/null +++ b/kujiale_0067/Materials/M_BaseMaterial_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/kujiale_0067/Materials/M_BaseMaterial_v2_twosided.mdl b/kujiale_0067/Materials/M_BaseMaterial_v2_twosided.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7d90fc45fb437460e27004b226156b66a976f877 --- /dev/null +++ b/kujiale_0067/Materials/M_BaseMaterial_v2_twosided.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_BaseMaterial_v2_twosided( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/kujiale_0067/Materials/M_TranslucentMaterial.mdl b/kujiale_0067/Materials/M_TranslucentMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..0452d78794ea94cb1040fdf3244e688785b52118 --- /dev/null +++ b/kujiale_0067/Materials/M_TranslucentMaterial.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0067/Materials/M_TranslucentMaterial_v2.mdl b/kujiale_0067/Materials/M_TranslucentMaterial_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..6cef6519dd94a7d9f305169cecdb1d5512581737 --- /dev/null +++ b/kujiale_0067/Materials/M_TranslucentMaterial_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material M_TranslucentMaterial_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/kujiale_0067/Materials/OmniUe4Base.mdl b/kujiale_0067/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a441fbaf28040302c7aaabfbcf14b24a85bdf643 --- /dev/null +++ b/kujiale_0067/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/kujiale_0067/Materials/OmniUe4Function.mdl b/kujiale_0067/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..84f4f0da48ff31d03ee611373fe3a4d2e04c9079 --- /dev/null +++ b/kujiale_0067/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/kujiale_0067/Materials/OmniUe4Translucent.mdl b/kujiale_0067/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..483a83004b8f7d5bf820a7905d06ea2d7d5894af --- /dev/null +++ b/kujiale_0067/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/kujiale_0067/Materials/Textures/BlackPlaceholder.png b/kujiale_0067/Materials/Textures/BlackPlaceholder.png new file mode 100644 index 0000000000000000000000000000000000000000..cf498a3f19c07112845752ecd2523a666d8d13b5 --- /dev/null +++ b/kujiale_0067/Materials/Textures/BlackPlaceholder.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid 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+version https://git-lfs.github.com/spec/v1 +oid sha256:4a2d007d836f394f3c527d96d610aa2409e6d44d674a8c1d30388297abe6eee4 +size 111 diff --git a/kujiale_0067/Materials/Textures/Wood_Normal01.jpeg b/kujiale_0067/Materials/Textures/Wood_Normal01.jpeg new file mode 100644 index 0000000000000000000000000000000000000000..0addf6dcc811be0251fe4e9b5a4c5fdac3f68b82 --- /dev/null +++ b/kujiale_0067/Materials/Textures/Wood_Normal01.jpeg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:110cd45868703c35068082c8d8bb943a04e72c8469f460ff1f1d76e3e08f0176 +size 1673060 diff --git a/kujiale_0067/Materials/WorldGridMaterial.mdl b/kujiale_0067/Materials/WorldGridMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..1374299f552cc467f093777626b92f4faa277cc4 --- /dev/null +++ b/kujiale_0067/Materials/WorldGridMaterial.mdl @@ -0,0 +1,77 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float Local19 = math::lerp(0.0,0.5,Local12.y); + float Local20 = math::lerp(0.7,1.0,Local9.y); + float Local21 = math::lerp(Local20,1.0,0.0); + float Local22 = (Local21 * 1.0); + float Local23 = (Local19 + Local22); + float Local24 = math::min(math::max(Local23,0.0),1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local18,Local18,Local18); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Local24; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git 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b/kujiale_0067/Meshes/wine_set_0016.usd @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:e403189215dc64acbee59074bbbcfd6f596ae8e8275e2f8662a8834882761c73 +size 118273 diff --git a/kujiale_0067/kujiale_0067.usda b/kujiale_0067/kujiale_0067.usda new file mode 100644 index 0000000000000000000000000000000000000000..033761390e9b909d41c522d53c1af2bb809850b4 --- /dev/null +++ b/kujiale_0067/kujiale_0067.usda @@ -0,0 +1,2622 @@ +#usda 1.0 +( + customLayerData = { + dictionary cameraSettings = { + dictionary Front = { + double3 position = (500, 0, 0) + double radius = 5 + } + dictionary Perspective = { + double3 position = (1.172200217840533, 1.36800704623123, 1.2697127629679517) + double3 target = (1.6513577515689926, -0.12172566506146265, 1.2112592316522504) + } + dictionary Right = { + double3 position = (0, -500, 0) + double radius = 5 + } + dictionary Top = { + double3 position = (0, 0, 500) + double radius = 5 + } + string boundCamera = "/OmniverseKit_Persp" + } + dictionary omni_layer = { + string authoring_layer = "./kujiale_0067.usda" + } + dictionary renderSettings = { + double "rtx:post:tonemap:cm2Factor" = 4973.3447265625 + double "rtx:post:tonemap:exposureTime" = 0.000016666666851961054 + double "rtx:post:tonemap:fNumber" = 2.799999952316284 + double "rtx:reflections:maxRoughness" = 1 + } + } + defaultPrim = "Root" + metersPerUnit = 1 + upAxis = "Z" +) + +def Xform "Root" +{ + def Scope "Meshes" + { + def Scope "kitchen_1869" + { + def Xform "other_cooker_0000" ( + prepend references = @./Meshes/other_cooker_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.330739196777557, 3.702354034418452, 0.8711498372201141) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0001" ( + prepend references = @./Meshes/other_cooker_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.581151190186661, 4.7439892844546545, 1.3062133900776247) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0002" ( + prepend references = @./Meshes/other_cooker_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.573199632395167, 4.9635420301815465, 1.2960159032276903) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "other_cooker_0003" ( + prepend references = @./Meshes/other_cooker_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.5685670128549987, 5.0760999327709255, 1.3131039235298694) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "basin_0000" ( + prepend references = @./Meshes/basin_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.4461244506479807, 5.036870071419427, 0.7512371841999774) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0000" ( + prepend references = @./Meshes/bathroom_product_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.4629772567530375, 5.131985526733831, 1.044392303207525) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0010" ( + prepend references = @./Meshes/cabinet_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.43859705, 3.94311013, 1.1849994999999762) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "fridge_0000" ( + prepend references = @./Meshes/fridge_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.90290004, 1.1175, 1) + double3 xformOp:translate = (2.3039211232072527, 2.300767068517849, 0.8938156315782265) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0002" ( + prepend references = @./Meshes/shelf_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.5937638614896663, 4.863072247394667, 1.4737405197253801) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0000" ( + prepend references = @./Meshes/kitchenware_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.5624117934334834, 4.662505604519624, 1.3025902745478772) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0001" ( + prepend references = @./Meshes/kitchenware_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.572832478340923, 4.860038816265801, 1.3160159375885243) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0002" ( + prepend references = @./Meshes/kitchenware_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.3003587856300713, 5.018774452208454, 0.9092535205640411) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0003" ( + prepend references = @./Meshes/kitchenware_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.190378696439872, 4.975904018404512, 0.9566532245448839) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "kitchenware_0004" ( + prepend references = @./Meshes/kitchenware_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.0818531036374965, 4.981348592762413, 0.96089425237736) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "range_hood_0000" ( + prepend references = @./Meshes/range_hood_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.3836277160534953, 3.6967344053498614, 1.7411956173956507) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bathroom_1697" + { + def Xform "basin_0001" ( + prepend references = @./Meshes/basin_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.85880005, 0.85880005, 0.85880005) + double3 xformOp:translate = (-1.6587405040012755, 2.4114470498864935, 0.6840866151334175) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0001" ( + prepend references = @./Meshes/bathroom_product_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.9063106110296704, 3.1108217786477654, 0.6707349947185268) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0002" ( + prepend references = @./Meshes/bathroom_product_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.8681184900690082, 3.4331651719214653, 0.6669797978984561) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0003" ( + prepend references = @./Meshes/bathroom_product_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.4606, 1.4328002, 1.2124) + double3 xformOp:translate = (-0.8846360121340285, 4.649209573106864, 1.2730322513640329) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0004" ( + prepend references = @./Meshes/bathroom_product_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.1487156857168005, 4.642629292575399, 1.482409472560591) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0000" ( + prepend references = @./Meshes/daily_equipment_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.8692667999393595, 3.1252823143153865, 0.5850097920525262) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0001" ( + prepend references = @./Meshes/daily_equipment_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.4606, 1.4328002, 1.2124) + double3 xformOp:translate = (-0.37788989735501444, 3.982493421067849, 0.8793453389909381) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0002" ( + prepend references = @./Meshes/daily_equipment_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.856788620819273, 4.7608314754141565, 1.4171184275359268) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0003" ( + prepend references = @./Meshes/daily_equipment_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.8604914897534743, 4.760005746235392, 1.3719184124161978) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "closestool_0000" ( + prepend references = @./Meshes/closestool_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.619136649255025, 3.5330740133175342, 0.2194480009572299) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "mirror_0000" ( + prepend references = @./Meshes/mirror_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.85880005, 0.85880005, 0.85880005) + double3 xformOp:translate = (-1.7645954135087423, 2.376357421875, 1.5747078218809234) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0000" ( + prepend references = @./Meshes/cabinet_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.85880005, 0.85880005, 0.85880005) + double3 xformOp:translate = (-1.870286232451215, 2.521869019947969, 1.556761091498498) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0001" ( + prepend references = @./Meshes/cabinet_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.85880005, 0.85880005, 0.85880005) + double3 xformOp:translate = (-1.649535633526268, 2.5200505822779067, 0.3811630268630246) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0001" ( + prepend references = @./Meshes/shelf_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.8673157450123656, 4.748200815583071, 1.2843061024776499) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "balcony_2063" + { + def Xform "basin_0002" ( + prepend references = @./Meshes/basin_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1565, 1, 1) + double3 xformOp:translate = (-0.10500208281643733, -6.087020322019156, 0.8195023612800966) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bathroom_product_0005" ( + prepend references = @./Meshes/bathroom_product_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1565, 1, 1) + double3 xformOp:translate = (-0.23479356342346117, -5.922401719821255, 0.8975061721396406) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0004" ( + prepend references = @./Meshes/daily_equipment_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1565, 1, 1) + double3 xformOp:translate = (-0.3027465637631885, -5.783808816486324, 0.8376303558418237) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0005" ( + prepend references = @./Meshes/daily_equipment_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1565, 1, 1) + double3 xformOp:translate = (-0.3023567169611653, -5.689968653950501, 0.8374836502139424) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0006" ( + prepend references = @./Meshes/daily_equipment_0006.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1565, 1, 1) + double3 xformOp:translate = (-0.05491656516405167, -5.864997986298484, 0.41427267455326044) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0007" ( + prepend references = @./Meshes/daily_equipment_0007.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1565, 1, 1) + double3 xformOp:translate = (-0.05526645654918266, -5.782360092021222, 0.29196973772600465) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0008" ( + prepend references = @./Meshes/daily_equipment_0008.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1565, 1, 1) + double3 xformOp:translate = (-0.054149539526218704, -5.936522639615238, 0.29109585570017993) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0009" ( + prepend references = @./Meshes/daily_equipment_0009.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1565, 1, 1) + double3 xformOp:translate = (-0.02145949844997118, -6.207443401403322, 0.2640266093919199) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0010" ( + prepend references = @./Meshes/daily_equipment_0010.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1565, 1, 1) + double3 xformOp:translate = (-0.016347306355962023, -6.305947461037992, 0.26338122553812804) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0011" ( + prepend references = @./Meshes/daily_equipment_0011.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1565, 1, 1) + double3 xformOp:translate = (-0.01861535667070398, -6.431777380804241, 0.2652292976302081) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "daily_equipment_0012" ( + prepend references = @./Meshes/daily_equipment_0012.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1565, 1, 1) + double3 xformOp:translate = (-0.034820594767052064, -6.316479815570196, 0.4337353401184398) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0006" ( + prepend references = @./Meshes/pillow_0006.usd@ + ) + { + quatf xformOp:orient = (0.9000919, -0, 0, -0.43570015) + float3 xformOp:scale = (0.99994934, 0.99994934, 1) + double3 xformOp:translate = (3.0964391172242607, -5.352937638785666, 0.5248510166799025) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0002" ( + prepend references = @./Meshes/sofa_0002.usd@ + ) + { + quatf xformOp:orient = (0.9000919, -0, 0, -0.43570015) + float3 xformOp:scale = (0.99994934, 0.99994934, 1) + double3 xformOp:translate = (2.987093831720999, -5.4226902975582725, 0.3844080813376104) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0007" ( + prepend references = @./Meshes/cabinet_0007.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1565, 1, 1) + double3 xformOp:translate = (-0.10349707155755297, -5.707109488729999, 0.45000154467618286) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0007" ( + prepend references = @./Meshes/flower_0007.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1565, 1, 1) + double3 xformOp:translate = (-0.045360043455652865, -4.9601563762083645, 0.9958137894158) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0008" ( + prepend references = @./Meshes/flower_0008.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.1565, 1, 1) + double3 xformOp:translate = (-0.2052671419777301, -5.025898197077678, 1.025762828883273) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0003" ( + prepend references = @./Meshes/shelf_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.7957345655816277, -5.635820315238663, 1.4065051998512257) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "menorah_0002" ( + prepend references = @./Meshes/menorah_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.813080474059285, -6.323502377584165, 0.603465475188318) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0004" ( + prepend references = @./Meshes/painting_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.36068542671159504, -5.279311523453266, 1.7105546147472768) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0000" ( + prepend references = @./Meshes/book_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.8016666107173624, -4.966033935955421, 2.3933559374184603) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0001" ( + prepend references = @./Meshes/book_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.8105327911378524, -4.925005986715491, 2.3732774302629545) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0002" ( + prepend references = @./Meshes/book_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.7932017784120955, -4.887789436252248, 2.3734369107464466) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0004" ( + prepend references = @./Meshes/book_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.8016663055417492, -5.068629541901989, 1.783116521294658) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0005" ( + prepend references = @./Meshes/book_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.80166729736347, -4.973013825218305, 1.7727429301135427) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0006" ( + prepend references = @./Meshes/book_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.7941179695131213, -4.939542145530939, 1.7749357024179897) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0007" ( + prepend references = @./Meshes/book_0007.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.7941220474245485, -4.905763082066419, 1.7602511164620231) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0008" ( + prepend references = @./Meshes/book_0008.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.8016673316957466, -4.8747569892807965, 1.7748814508532789) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0010" ( + prepend references = @./Meshes/book_0010.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.8204252586367216, -5.060069398267905, 0.9779539311624712) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0011" ( + prepend references = @./Meshes/book_0011.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.793202938080023, -5.024117340843307, 0.9864215284266844) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0012" ( + prepend references = @./Meshes/book_0012.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.801667858123989, -4.986700530060041, 0.9993156091854587) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0013" ( + prepend references = @./Meshes/book_0013.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.7932017784120955, -4.948892951877248, 0.9778545975720055) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0014" ( + prepend references = @./Meshes/book_0014.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.8016654205301412, -4.912777126417813, 0.9970647547074198) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0015" ( + prepend references = @./Meshes/book_0015.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.793203437805334, -4.875889658762713, 0.9886547597391622) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0017" ( + prepend references = @./Meshes/book_0017.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.788454929350891, -6.033863493430232, 0.47699117824495096) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0018" ( + prepend references = @./Meshes/book_0018.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.763456420399851, -6.03022283378704, 0.43975572795496226) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0019" ( + prepend references = @./Meshes/book_0019.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.8016655502321606, -5.8058215457995574, 0.5984819931795637) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0020" ( + prepend references = @./Meshes/book_0020.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.801667285919385, -5.769522639664949, 0.5749991960684627) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0021" ( + prepend references = @./Meshes/book_0021.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.79263787078983, -5.734259628633485, 0.5899063685669702) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0022" ( + prepend references = @./Meshes/book_0022.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.801851852417208, -5.696793277494038, 0.569141818483834) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0023" ( + prepend references = @./Meshes/book_0023.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.7641405181889103, -5.668234603056319, 0.5807345915546852) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0024" ( + prepend references = @./Meshes/book_0024.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.7641405220036077, -5.761862532743818, 2.1524172174610494) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0025" ( + prepend references = @./Meshes/book_0025.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.8016674728388726, -5.7238657845638565, 2.170164911194097) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0026" ( + prepend references = @./Meshes/book_0026.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.7926379089356232, -5.67899463344978, 2.1615713239503744) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0027" ( + prepend references = @./Meshes/book_0027.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.8145991554262038, -6.428170049215112, 1.7681239384487468) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0028" ( + prepend references = @./Meshes/book_0028.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.801666984558283, -6.397969853902623, 1.7365843135664598) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0029" ( + prepend references = @./Meshes/book_0029.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.810532199859375, -6.319322559518176, 1.7508624406797828) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0030" ( + prepend references = @./Meshes/book_0030.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.820427036285408, -5.796870156192455, 1.3572787410178935) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0031" ( + prepend references = @./Meshes/book_0031.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.801665775299277, -5.7570959988675465, 1.3764062791784315) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0032" ( + prepend references = @./Meshes/book_0032.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.7932034416200318, -5.720206065012711, 1.367979795924623) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0033" ( + prepend references = @./Meshes/book_0033.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.7760621299746, -5.677799409285159, 1.3541939593127668) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0034" ( + prepend references = @./Meshes/book_0034.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.8289471702558124, -5.447993945800387, 0.9520710312641139) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0035" ( + prepend references = @./Meshes/book_0035.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.7760631027217926, -5.529088449507439, 0.9748532955731805) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0036" ( + prepend references = @./Meshes/book_0036.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.7802697181683134, -5.486528230319445, 0.9711231643296073) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0000" ( + prepend references = @./Meshes/ornament_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.8522802276589005, -6.197853358745159, 2.1794894249313144) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0001" ( + prepend references = @./Meshes/ornament_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.736156126019916, -5.441114010121346, 1.7512761382584208) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0002" ( + prepend references = @./Meshes/ornament_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.8298578109880483, -6.125052600893163, 1.3187951084685654) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0003" ( + prepend references = @./Meshes/ornament_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.727060767859898, -5.974821332299588, 1.3630315880852617) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0004" ( + prepend references = @./Meshes/ornament_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.812529292846489, -5.292699139589929, 2.4934439622734437) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "decorative_box_0000" ( + prepend references = @./Meshes/decorative_box_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.7708168487901306, -5.398997844541428, 2.033491208549253) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "washing_machine_0000" ( + prepend references = @./Meshes/washing_machine_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.91920006, 0.91920006, 0.91920006) + double3 xformOp:translate = (-0.09209288956837906, -5.238290213629742, 0.41021596478366296) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_light_0000" ( + prepend references = @./Meshes/ceiling_light_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.381058497957935, -5.756638402142285, 2.767713341434947) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "livingroom_1337" + { + def Xform "pillow_0000" ( + prepend references = @./Meshes/pillow_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2746, 1.1322, 1) + double3 xformOp:translate = (3.5763945600844798, -1.5941556722574786, 0.5565876832481218) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0001" ( + prepend references = @./Meshes/pillow_0001.usd@ + ) + { + quatf xformOp:orient = (0.82958925, -0, 0, -0.55837417) + float3 xformOp:scale = (1.2746, 1.1322, 1) + double3 xformOp:translate = (3.6503269821853337, -3.145454474945567, 0.5814746324360685) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0000" ( + prepend references = @./Meshes/sofa_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2746, 1.1322, 1) + double3 xformOp:translate = (3.5057953500920536, -2.395480052841737, 0.3755853313923909) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "sofa_0001" ( + prepend references = @./Meshes/sofa_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.7648, 0.7648, 0.7648) + double3 xformOp:translate = (2.143021017687106, -3.9387488327468736, 0.5193270251684652) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0006" ( + prepend references = @./Meshes/cabinet_0006.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9623, 1, 1.0833) + double3 xformOp:translate = (3.8273103027224638, 0.7803225003497586, 1.3005150327633341) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0008" ( + prepend references = @./Meshes/cabinet_0008.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.11301828046572757, -2.4005992476832105, 0.2553613205252057) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0009" ( + prepend references = @./Meshes/cabinet_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.909, 0.909, 1) + double3 xformOp:translate = (-1.4193543433730542, 1.7133749350649827, 0.547231860537392) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0000" ( + prepend references = @./Meshes/chandelier_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.9369118728574068, -2.3675979154683557, 1.8695814992520703) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0002" ( + prepend references = @./Meshes/chandelier_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.8231056823682117, 0.7666301687177972, 2.1801814198820435) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0000" ( + prepend references = @./Meshes/flower_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.73920006, 0.73920006, 0.8769) + double3 xformOp:translate = (0.11467738060494867, -0.7515154891507928, 0.7460288615537966) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0001" ( + prepend references = @./Meshes/flower_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.670602710739588, -3.895757232585695, 0.5830962292118098) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0002" ( + prepend references = @./Meshes/flower_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9623, 1, 1.0833) + double3 xformOp:translate = (3.7363236218128346, 0.7989509290312072, 1.1064118749414806) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0003" ( + prepend references = @./Meshes/flower_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9623, 1, 1.0833) + double3 xformOp:translate = (3.736322279035698, 1.1848006616068516, 2.026839955885836) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0004" ( + prepend references = @./Meshes/flower_0004.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9623, 1, 1.0833) + double3 xformOp:translate = (3.761190529233882, 0.5828843276585114, 1.5120303866768228) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0005" ( + prepend references = @./Meshes/flower_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9623, 1, 1.0833) + double3 xformOp:translate = (3.7605336516138363, 0.3830388574087962, 1.5124517399728687) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "flower_0009" ( + prepend references = @./Meshes/flower_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.909, 0.909, 1) + double3 xformOp:translate = (-1.0921691005632936, 1.7257349565847262, 1.2194502675637717) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0000" ( + prepend references = @./Meshes/table_lamp_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.5864579391308204, -4.06811052708085, 0.8543139949987603) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_lamp_0001" ( + prepend references = @./Meshes/table_lamp_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.586457939999974, -0.7239977308508644, 0.8503885530252602) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0000" ( + prepend references = @./Meshes/table_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.6555162737528106, -4.029518463287043, 0.25129883523378305) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0001" ( + prepend references = @./Meshes/table_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.6678723981221895, -0.7645245054629572, 0.256289069608783) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0002" ( + prepend references = @./Meshes/table_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.9895498047234916, -2.3643464965811547, 0.23531144686924355) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0000" ( + prepend references = @./Meshes/chair_0000.usd@ + ) + { + quatf xformOp:orient = (0.007000195, -0, 0, -0.9999755) + float3 xformOp:scale = (0.999998, 0.999998, 1) + double3 xformOp:translate = (2.4895876815072886, 0.10836131920546375, 0.4478397940641672) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0001" ( + prepend references = @./Meshes/chair_0001.usd@ + ) + { + quatf xformOp:orient = (0.0070001967, -0, 0, -0.9999755) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.2319566555939923, 0.10836129964298863, 0.4478397896669688) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0002" ( + prepend references = @./Meshes/chair_0002.usd@ + ) + { + quatf xformOp:orient = (0.9999405, -0, 0, 0.010908163) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.237552495909581, 1.414685684722574, 0.4478395942268308) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chair_0003" ( + prepend references = @./Meshes/chair_0003.usd@ + ) + { + quatf xformOp:orient = (0.9999405, -0, 0, 0.010908163) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.4952061925663136, 1.4088832387870605, 0.4478395942268308) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "shelf_0000" ( + prepend references = @./Meshes/shelf_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.4249444274907341, 1.8440405654900138, 1.9957040214543256) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "menorah_0000" ( + prepend references = @./Meshes/menorah_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.9305192222085958, -1.9997823832549961, 0.7557273594991334) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "menorah_0001" ( + prepend references = @./Meshes/menorah_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.714305343458863, -2.075708892750173, 0.8003042218333083) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0000" ( + prepend references = @./Meshes/painting_0000.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.983365517616285, -1.6533984146114806, 1.663687549316398) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0001" ( + prepend references = @./Meshes/painting_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.983365377434467, -2.420776397556538, 1.6636869694840057) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0002" ( + prepend references = @./Meshes/painting_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.983365517616285, -3.181210914611481, 1.663687549316398) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "painting_0003" ( + prepend references = @./Meshes/painting_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9623, 1, 1.0833) + double3 xformOp:translate = (3.8217143230551045, 0.47058386469782065, 1.5485876996482104) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0000" ( + prepend references = @./Meshes/wine_set_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.311768229483622, 1.0765524253856993, 0.8826720330360582) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0001" ( + prepend references = @./Meshes/wine_set_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.3186665077178477, 1.0077658443437427, 0.8826840016489074) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0002" ( + prepend references = @./Meshes/wine_set_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.0557559928866636, 1.0080916576420547, 0.8826734578255081) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0003" ( + prepend references = @./Meshes/wine_set_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.04902264547536, 1.0766039371509932, 0.8826647545935669) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0004" ( + prepend references = @./Meshes/wine_set_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.684858986854308, 0.49586051082511823, 0.8826775376442945) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0005" ( + prepend references = @./Meshes/wine_set_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.677950389863788, 0.5642469024614013, 0.8826718117836134) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0006" ( + prepend references = @./Meshes/wine_set_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.421776588437493, 0.49585354709514695, 0.8826703621986309) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0007" ( + prepend references = @./Meshes/wine_set_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.4148401718130748, 0.5645440349578853, 0.8827107503065326) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0008" ( + prepend references = @./Meshes/wine_set_0008.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9623, 1, 1.0833) + double3 xformOp:translate = (3.7986782188406383, 1.1079948950044733, 2.3070525938742614) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0009" ( + prepend references = @./Meshes/wine_set_0009.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9623, 1, 1.0833) + double3 xformOp:translate = (3.798678309439656, 1.0288983786712993, 2.306933297969984) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0010" ( + prepend references = @./Meshes/wine_set_0010.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9623, 1, 1.0833) + double3 xformOp:translate = (3.798678468703246, 0.9484480264016923, 2.30694083558012) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0011" ( + prepend references = @./Meshes/wine_set_0011.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9623, 1, 1.0833) + double3 xformOp:translate = (3.7986775684348477, 1.2142310818271902, 1.1692845702862917) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0012" ( + prepend references = @./Meshes/wine_set_0012.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9623, 1, 1.0833) + double3 xformOp:translate = (3.798678358077347, 1.214230504581019, 1.5486950411595675) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0013" ( + prepend references = @./Meshes/wine_set_0013.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9623, 1, 1.0833) + double3 xformOp:translate = (3.798678269385219, 1.1351353841011298, 1.1693528054938371) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0014" ( + prepend references = @./Meshes/wine_set_0014.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9623, 1, 1.0833) + double3 xformOp:translate = (3.7986785087576527, 1.0546842811359323, 1.1693008108607619) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0015" ( + prepend references = @./Meshes/wine_set_0015.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9623, 1, 1.0833) + double3 xformOp:translate = (3.7986781892765777, 1.1351353749239006, 1.5486504105732366) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wine_set_0016" ( + prepend references = @./Meshes/wine_set_0016.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9623, 1, 1.0833) + double3 xformOp:translate = (3.798678608893506, 1.0546840975917995, 1.548561099811035) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "dining_table_0000" ( + prepend references = @./Meshes/dining_table_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.8570070800763823, 0.7725175323485758, 0.4052658040160314) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "curtain_0000" ( + prepend references = @./Meshes/curtain_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.4202, 1, 1.1643) + double3 xformOp:translate = (1.7936725090899541, -4.587784858704147, 1.4004118449318625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0000" ( + prepend references = @./Meshes/television_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.35210613120332585, -2.4298465869694343, 1.2720677449277444) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0037" ( + prepend references = @./Meshes/book_0037.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9623, 1, 1.0833) + double3 xformOp:translate = (3.7619568328793167, 0.9880336156605243, 1.9094602942628778) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0038" ( + prepend references = @./Meshes/book_0038.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9623, 1, 1.0833) + double3 xformOp:translate = (3.7619549331674045, 0.6021841457949495, 1.1482908770686728) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0039" ( + prepend references = @./Meshes/book_0039.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.9623, 1, 1.0833) + double3 xformOp:translate = (3.7619564590482004, 1.1864971249541676, 1.8534498467496772) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0040" ( + prepend references = @./Meshes/book_0040.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.909, 0.909, 1) + double3 xformOp:translate = (-1.7228244277435112, 1.728899509834036, 1.1279499661604317) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ornament_0005" ( + prepend references = @./Meshes/ornament_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (0.909, 0.909, 1) + double3 xformOp:translate = (-1.4010766284098157, 1.737028644216723, 1.249583257746872) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0000" ( + prepend references = @./Meshes/spot_light_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.0900851089378205, 0.9334661157013173, 2.516153015743931) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0001" ( + prepend references = @./Meshes/spot_light_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.16291869635981152, 0.8983983761726042, 2.51888205910337) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "spot_light_0002" ( + prepend references = @./Meshes/spot_light_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.340629360835312, 0.89839838, 2.5489924663102026) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "bedroom_41" + { + def Xform "pillow_0002" ( + prepend references = @./Meshes/pillow_0002.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8218, 0.8218, 0.8218) + double3 xformOp:translate = (-3.358265356019808, -2.6552787892236647, 0.7480973827033041) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0003" ( + prepend references = @./Meshes/pillow_0003.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8218, 0.8218, 0.8218) + double3 xformOp:translate = (-3.613548796876182, -2.9276512798814394, 0.7968190476652606) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0004" ( + prepend references = @./Meshes/pillow_0004.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8218, 0.8218, 0.8218) + double3 xformOp:translate = (-3.811948525788969, -2.1838611949543707, 0.7865007474858539) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0005" ( + prepend references = @./Meshes/pillow_0005.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8218, 0.8218, 0.8218) + double3 xformOp:translate = (-3.8051019054712425, -2.967788573642266, 0.794107059691929) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "pillow_0007" ( + prepend references = @./Meshes/pillow_0007.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8218, 0.8218, 0.8218) + double3 xformOp:translate = (-3.6135488000000113, -2.1347788277529527, 0.7968190478089581) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "mirror_0001" ( + prepend references = @./Meshes/mirror_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.6209243250869598, -4.113969635355591, 1.157210891725728) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0002" ( + prepend references = @./Meshes/cabinet_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1.1885, 1, 1.0006) + double3 xformOp:translate = (-2.879960186453568, -0.5264031370708244, 1.2470566054236825) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0003" ( + prepend references = @./Meshes/cabinet_0003.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 0.7933, 1) + double3 xformOp:translate = (-3.7109178613567986, -3.770986125706759, 0.3308998412929441) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0004" ( + prepend references = @./Meshes/cabinet_0004.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 0.7933, 1) + double3 xformOp:translate = (-3.7064134668255484, -1.3802073171130087, 0.3308998412929441) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "cabinet_0005" ( + prepend references = @./Meshes/cabinet_0005.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (0.8155, 0.9024, 1) + double3 xformOp:translate = (-0.6937523102084628, -2.447727331646258, 0.2369157979112401) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "chandelier_0001" ( + prepend references = @./Meshes/chandelier_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.2822434005800933, -2.5621096342183556, 1.9706499365959553) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "chandelier_0001" + { + over "light_0000" + { + float inputs:intensity = 2000 + } + } + } + } + + def Xform "flower_0006" ( + prepend references = @./Meshes/flower_0006.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (0.6696, 0.6696, 0.7875001) + double3 xformOp:translate = (-3.6888083422435627, -4.394375571382405, 0.6001388087746878) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0000" ( + prepend references = @./Meshes/bedding_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8218, 0.8218, 0.8218) + double3 xformOp:translate = (-2.4925097370783793, -2.5907426713332398, 0.39883629374798146) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bedding_0001" ( + prepend references = @./Meshes/bedding_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8218, 0.8218, 0.8218) + double3 xformOp:translate = (-3.059821639586385, -2.590716773664793, 0.4414451107265478) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "bed_0000" ( + prepend references = @./Meshes/bed_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.8218, 0.8218, 0.8218) + double3 xformOp:translate = (-3.065558875649695, -2.596448834660524, 0.6362901047930997) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "table_0003" ( + prepend references = @./Meshes/table_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.8052697149834985, -4.115779240666671, 0.46314160156247913) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "stool_0000" ( + prepend references = @./Meshes/stool_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.2475230102550314, -4.100125587442186, 0.2180141905563027) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "television_0001" ( + prepend references = @./Meshes/television_0001.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.5248878874921186, -2.550658782372381, 1.1205809285214947) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "wall" + { + def Xform "wall_0000" ( + prepend references = @./Meshes/wall_0000.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (0.9031, 1, 1) + double3 xformOp:translate = (-3.9965732378932746, -2.6180005665358452, 1.3535620915503654) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0001" ( + prepend references = @./Meshes/wall_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.3693359942412144, -2.4242999269485312, 1.3677918278784904) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0002" ( + prepend references = @./Meshes/wall_0002.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1, 1, 0.9674) + double3 xformOp:translate = (3.996734969622697, -2.4079268797718933, 1.3989591756597024) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0003" ( + prepend references = @./Meshes/wall_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.03, -4.8003500400000005, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0004" ( + prepend references = @./Meshes/wall_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-4.0657299799999995, -2.4866535200000004, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0005" ( + prepend references = @./Meshes/wall_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.25211349, -0.17295649999999999, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0006" ( + prepend references = @./Meshes/wall_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.32058502, 5.37187012, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0007" ( + prepend references = @./Meshes/wall_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.05057999, 1.94932007, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0008" ( + prepend references = @./Meshes/wall_0008.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.43849701, -3.39291344, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0009" ( + prepend references = @./Meshes/wall_0009.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.2114705, 3.66059509, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0010" ( + prepend references = @./Meshes/wall_0010.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.02457001, 2.62945756, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0011" ( + prepend references = @./Meshes/wall_0011.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (2.66574005, 3.69059509, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0012" ( + prepend references = @./Meshes/wall_0012.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.81361649, -6.61286987, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "wall_0013" ( + prepend references = @./Meshes/wall_0013.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (4.0657299799999995, -2.3317749, 1.3999949999997625) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "other" + { + def Xform "book_0003" ( + prepend references = @./Meshes/book_0003.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.8163306350769224, -4.848826845275074, 2.3677116585519165) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0009" ( + prepend references = @./Meshes/book_0009.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.8071200523378037, -4.844161104132654, 1.7932658960367243) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "book_0016" ( + prepend references = @./Meshes/book_0016.usd@ + ) + { + quatf xformOp:orient = (0.7071069, -0, 0, -0.7071067) + float3 xformOp:scale = (1.2984, 1, 1.2381) + double3 xformOp:translate = (3.8016663246156983, -4.845821610808166, 0.9738118933087174) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "door_handle_0000" ( + prepend references = @./Meshes/door_handle_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (3.4735020053384296, -6.592369400027343, 1.5065041234138112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0000" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0001" ( + prepend references = @./Meshes/door_handle_0001.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.9527512729165546, -6.631368423464843, 1.5065041234138112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0001" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0002" ( + prepend references = @./Meshes/door_handle_0002.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.8902512729165546, -6.631368423464843, 1.5065041234138112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0002" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0003" ( + prepend references = @./Meshes/door_handle_0003.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.36950084567046076, -6.592369400027343, 1.5065041234138112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0003" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0004" ( + prepend references = @./Meshes/door_handle_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0.5194725430014142, 5.351368423464843, 1.5065041234138112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0004" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0005" ( + prepend references = @./Meshes/door_handle_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (2.0234730923178206, 5.390367446902343, 1.5065041234138112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0005" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0006" ( + prepend references = @./Meshes/door_handle_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.4665659701821796, 5.351368423464843, 1.5065041234138112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0006" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_handle_0007" ( + prepend references = @./Meshes/door_handle_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.36256633639311703, 5.390367446902343, 1.5065041234138112) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_handle_0007" + { + over "mesh_0000" + { + token visibility = "invisible" + } + } + } + } + + def Xform "doorsill_0000" ( + prepend references = @./Meshes/doorsill_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.02456821, 0.43704352, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0001" ( + prepend references = @./Meshes/doorsill_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.02147049, 1.94932321, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0002" ( + prepend references = @./Meshes/doorsill_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.39302950000000003, 1.94932321, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0003" ( + prepend references = @./Meshes/doorsill_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-1.04299648, -0.17295631, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "doorsill_0004" ( + prepend references = @./Meshes/doorsill_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.82150249, -4.80034846, 0.004994999999762513) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "door_0000" ( + prepend references = @./Meshes/door_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.82150274, -4.80034882, 1.0559993729999764) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0000" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "physics_constraint_0003" + { + token visibility = "invisible" + } + + over "physics_constraint_0004" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + + over "group_0003" + { + token visibility = "invisible" + } + + over "group_0004" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0001" ( + prepend references = @./Meshes/door_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.02147094, 1.94932336, 1.0551393930781012) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0001" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0002" ( + prepend references = @./Meshes/door_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-1.04299697, -0.19448149, 1.1829993739999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0002" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "physics_constraint_0002" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + + over "group_0002" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0003" ( + prepend references = @./Meshes/door_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.39302927, 1.96816312, 1.0679994929999768) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0003" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + + over "group_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "door_0004" ( + prepend references = @./Meshes/door_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.0245681099999997, 0.43704338, 1.1903903045851976) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + + over "Meshes" + { + over "door_0004" + { + over "physics_constraint_0001" + { + token visibility = "invisible" + } + } + } + } + + def Xform "window_0000" ( + prepend references = @./Meshes/window_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-2.40573482, -5.02284882, 1.5219995299999765) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0001" ( + prepend references = @./Meshes/window_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.92150294, -6.6303709500000005, 1.5004132062890387) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0002" ( + prepend references = @./Meshes/window_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.27147072, 5.38937264, 1.5004132062890387) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "window_0003" ( + prepend references = @./Meshes/window_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (-0.91456811, 5.38937264, 1.5004132062890387) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "ceiling" + { + def Xform "ceiling_0000" ( + prepend references = @./Meshes/ceiling_0000.usd@ + ) + { + quatf xformOp:orient = (6.123234e-17, -0, 0, -1) + float3 xformOp:scale = (1.2671, 0.738, 1) + double3 xformOp:translate = (1.439027077236251, 3.660074986101063, 2.364159571065175) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0001" ( + prepend references = @./Meshes/ceiling_0001.usd@ + ) + { + quatf xformOp:orient = (0.70710695, -0, 0, 0.7071066) + float3 xformOp:scale = (1.8179, 0.47670004, 1) + double3 xformOp:translate = (-0.9063632150984021, 3.656445384862122, 2.505802322776754) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0002" ( + prepend references = @./Meshes/ceiling_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.25211576, -2.4866523799999998, 2.60000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0003" ( + prepend references = @./Meshes/ceiling_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.02058302, -1.42551266, 2.60000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0004" ( + prepend references = @./Meshes/ceiling_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.43860453, 3.66059759, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0005" ( + prepend references = @./Meshes/ceiling_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.90654901, 3.66059759, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0006" ( + prepend references = @./Meshes/ceiling_0006.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.8136184700000002, -5.706609220000001, 2.80000004) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "ceiling_0007" ( + prepend references = @./Meshes/ceiling_0007.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.00005005, -0.62044495, 2.85) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + + def Scope "floor" + { + def Xform "floor_0000" ( + prepend references = @./Meshes/floor_0000.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (0.00005005, -0.62044495, -0.30000500000023755) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0001" ( + prepend references = @./Meshes/floor_0001.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.02058302, -1.4255127200000002, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0002" ( + prepend references = @./Meshes/floor_0002.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-2.25211576, -2.4866523799999998, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0003" ( + prepend references = @./Meshes/floor_0003.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.4386050000000001, 3.6605977100000002, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0004" ( + prepend references = @./Meshes/floor_0004.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (1.8136186799999998, -5.70660946, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def Xform "floor_0005" ( + prepend references = @./Meshes/floor_0005.usd@ + ) + { + quatf xformOp:orient = (1, -0, 0, -0) + float3 xformOp:scale = (10, 10, 10) + double3 xformOp:translate = (-0.90654884, 3.6605977100000002, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } + + def "Rendering" + { + def "Lights" + { + def DistantLight "DirectionalLight" + { + float angle = 0.5357 + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + color3f color = (1, 1, 1) + float colorTemperature = 6500 + bool enableColorTemperature = 0 + float inputs:angle = 2 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 1989.4366 + bool inputs:normalize = 0 + float inputs:specular = 1 + float intensity = 1989.4366 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DistantLight" + uniform token purpose = "default" + token visibility = "inherited" + bool visibleInPrimaryRay = 0 + quatd xformOp:orient = (0.837936508697322, 0.533824458549247, -0.06101095305139993, -0.09576804505943604) + double3 xformOp:scale = (2.5, 2.5, 2.5) + double3 xformOp:translate = (2.4253370612136425, -1.6665072302797537, 0.7086809113203596) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def DomeLight "DomeLight" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float guideRadius = 100000 + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 0 + float inputs:intensity = 1000 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 1 + asset inputs:texture:file = @./limpopo_golf_course_4k.hdr@ + token inputs:texture:format = "latlong" + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "DomeLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (1, 0, 0, 0) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (0, 0, 0) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + + def RectLight "RectLight" + { + uniform opaque collection:lightLink + uniform token collection:lightLink:expansionRule = "expandPrims" + uniform bool collection:lightLink:includeRoot = 1 + uniform pathExpression collection:lightLink:membershipExpression + uniform opaque collection:shadowLink + uniform token collection:shadowLink:expansionRule = "expandPrims" + uniform bool collection:shadowLink:includeRoot = 1 + uniform pathExpression collection:shadowLink:membershipExpression + float3[] extent = [(-50, -50, -0), (50, 50, 0)] + color3f inputs:color = (1, 1, 1) + float inputs:colorTemperature = 6500 + float inputs:diffuse = 1 + bool inputs:enableColorTemperature = 0 + float inputs:exposure = 1 + float inputs:height = 1.5 + float inputs:intensity = 300 + bool inputs:normalize = 0 + float inputs:shaping:cone:angle = 180 + float inputs:shaping:cone:softness = 0 + float inputs:shaping:focus = 0 + color3f inputs:shaping:focusTint = (0, 0, 0) + float inputs:shaping:ies:angleScale = 0 + asset inputs:shaping:ies:file + bool inputs:shaping:ies:normalize = 0 + float inputs:specular = 0 + asset inputs:texture:file + float inputs:width = 2 + uniform token light:materialSyncMode = "noMaterialResponse" + uniform token light:shaderId = "RectLight" + uniform token purpose = "default" + token visibility = "inherited" + quatd xformOp:orient = (0.7071067811865475, 0.7071067811865476, 0, 0) + double3 xformOp:scale = (1, 1, 1) + double3 xformOp:translate = (1.7518349804991147, -4.743688477696284, 1.0758420140814542) + uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"] + } + } + } +} + diff --git a/kujiale_0067/limpopo_golf_course_4k.hdr b/kujiale_0067/limpopo_golf_course_4k.hdr new file mode 100644 index 0000000000000000000000000000000000000000..69a8064f5ce4ae974f68c4a95a85731b92b82c23 --- /dev/null +++ b/kujiale_0067/limpopo_golf_course_4k.hdr @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d8c4f77cd64dae23dc7cc32665b6bcbc370716d3c99e255bf9359b6225862f36 +size 26179131 diff --git a/kujiale_0067/rooms.json b/kujiale_0067/rooms.json new file mode 100644 index 0000000000000000000000000000000000000000..629b16cfe29f8713c09b0ef0b0863ffd4dbfd2c8 --- /dev/null +++ b/kujiale_0067/rooms.json @@ -0,0 +1 @@ +[{"room_type": "living room", "polygon": [[-1.9645682373046875, 1.8893233642578124], [-1.9645682373046875, -0.11295663452148438], [-0.3784970703125, -0.11295663452148438], [-0.3784970703125, -4.7403486328125], [4.005734375, -4.7403486328125], [4.005734375, 1.8893233642578124], [2.6657392578125, 1.8893233642578124], [0.2114707489013672, 1.8893233642578124]]}, {"room_type": "bedroom", "polygon": [[-0.4984970703125, -4.7403486328125], [-0.4984970703125, -0.23295663452148438], [-2.0245682373046874, -0.23295663452148438], [-4.005734375, -0.23295663452148438], [-4.005734375, -4.7403486328125]]}, {"room_type": "kitchen", "polygon": [[0.27147076416015625, 5.31187255859375], [0.27147076416015625, 2.0093233642578125], [2.6057392578125, 2.0093233642578125], [2.6057392578125, 5.31187255859375]]}, {"room_type": "balcony", "polygon": [[-0.3784970703125, -6.55287060546875], [4.005734375, -6.55287060546875], [4.005734375, -4.8603486328125], [-0.3784970703125, -4.8603486328125]]}, {"room_type": "bathroom", "polygon": [[0.1514707489013672, 2.0093233642578125], [0.1514707489013672, 5.31187255859375], [-1.9645682373046875, 5.31187255859375], [-1.9645682373046875, 2.0093233642578125]]}] \ No newline at end of file